Animating Cameras for Games In this 2014 GDC talk, Simon Unger (@Simonunger) gives a primer in cameras and composition, with a focus...
Animation Exchange 2017 For those unable to attend GDC’s animation bootcamp, on Tuesday that week there was a whole day of game...
Blizzcon 2016: Making The Overwatch Animated Shorts Blizzard’s cinematic artists share a behind-the-scenes look at how they bring some of Overwatch’s most iconic heroes to...
BlizzCon 2016: In-Game Cinematics – The Cutscenes of Legion The in-game cinematics team give a behind-the-scenes look at creating cutscenes for the Broken Shore, the Demon Hunter, and...
Motion Matching: The Future of Gameplay Animation Today Ubisoft Animation Director Kristjan Zadziuk has shared his complete GDC 2016 talk on the future tech of motion-matching....
BlizzCon 2016 Lightning Talk: In-Game Animation Philosophies From a BlizzCon 2016 presentation, principal animator Non Thareechit visualizes and shares some of the challenges and philosophies behind...
The Emotional Character Control Of Shadow Of The Colossus In this GDC 2006 session, a panel from the development team who created 2001’s Ico deliver a postmortem...
The Motion Capture Pipeline Of The Last of Us My former colleague Damon Shelton (@damonshelton) takes GDC 2015 attendees through the mocap pipeline of The Last of Us....
The Best Animation Tricks of the Trade 2016 In this GDC 2016 session, Riot Games’ Alex Lehmann is joined by 5th Cell’s Amy Drobeck-Jones, ILM’s Jean-Denis...
Bringing a Hero from Paragon to Life with UE4 From the nucl.ai 2016 conference, Laurent Delayen shows how Epic Games brings a Hero from Paragon to life. With...
Creating An Emotionally Engaging Camera For Tomb Raider This 2013 GDC talk from Crystal Dynamics’ Remi Lacoste offers insight to the programming and design of Tomb...
Motion Matching Explained(ish) Ubisoft Toronto animation director Kristjan Zadziuk has graciously uploaded videos from his and programmer Michael Buttner’s work on Motion...
Insomniac Games: Animation, Real-Time Cinematics & Managing Complexity Insomniac Games lead engine programmer Jonathan Garrett explains the animation technology and production processes used at Insomiac during their recent...
Ninja Theory GDC 2016 Presentation + Breakdown “…This remarkable project came together in just 8 weeks. To achieve this the team used the most cutting...