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...
Uncharted 2: Creating An Active Cinematic Experience This 2010 talk from Naughty Dog’s Neil Druckmann and Bruce Straley explores how Naughty Dog used The Active...
Motion-Matching in Ubisoft’s For Honor My most-anticipated talk of GDC 2016, Simon Clavet was our physics mastermind on Assassin’s Creed III and began initial...
Mortal Kombat Story Mode This 2013 talk from NetherRealm’s Adisak Pochanayon covers some of the technical challenges and the implementation process when...
50 Game Camera Mistakes In this GDC 2015 talk, John Nesky, the dynamic camera designer for thatgamecompany’s award-winning PSN title Journey, takes...
Cinematic Storytelling In Shadow Of Mordor This talk explores the unique challenge of creating a feature-length cinematic experience featuring a cast of new and...
Overwatch: How A Hero Is Mei-d The first of the GDC 2016 Animation Bootcamp talks to be made free to the public, Blizzard’s David...
Ubisoft Introduces Motion-Matching Ubisoft Introduces Motion-Matching, The First Step To “Next-Gen Animation.”...
Cinematic Dialogue In The Witcher 3 The first of my notes from GDC 2016, this was a triumphant presentation because while The Witcher series...
Developing Creature Movement, Personality and Presentation This GDC 2013 Animation Bootcamp session has WB Games’ Amy Drobeck outlining the process of bringing a creature/animal...