Making Fluid and Powerful Animations For Skullgirls This talk from GDC 2014’s Animation Bootcamp features Mariel Cartwright explaining how Skullgirls was animated, covering the importance...
Animating The Spy Fantasy Of Splinter Cell: Blacklist Animation director Kristjan Zadziuk focuses on what defined Splinter Cell: Blacklist animation pillars, the technical challenges faced by the...
Assassin’s Creed Brotherhood Fight Animation AC Brotherhood fight lead Mike Mennillo shows the process for his mocap blocking....
Procedural Cinematography In Homeworld Shipbreakers This talk discusses the cinematic tools and procedural camera systems used to create beautiful cut-scenes of actors with...
Game Feel: Why Your Death Animation Sucks “This game feels awesome but I don’t know why!” This interactive death animation walkthrough goes from the first...
Ubisoft Toronto’s Motion Fields Technology Prototype video of Ubisoft Toronto’s Motion Fields, an implementation of a locomotion system using reinforcement learning to synthesize...
Deconstructing The Animation Of Ori And The Blind Forest At GDC 2015, Campo Santo developer and animator of Moon Studios’ Ori & The Blind Forest, James Benson,...
Guilty Gear Xrd’s Art Style : The X Factor Between 2D and 3D “While the quality of photo-realistic real-time graphics in games is advancing daily to near feature-film quality, Arc System...
Blending Cinematics and Gameplay Animation in The Order 1886 Ready At Dawn Studios developed next-gen engine technology which allowed us to seamlessly blend gameplay and cinematics in...
GDC 2015 – Women Are Not Too Hard To Animate Our GDC 2015 panel Women Are Not Too Hard To Animate is now available to view for free...
Destiny’s Runtime Animation Rig Destiny animation team shares their tech (runtime rig, anim layers, action system and more)....
Animating Elizabeth In Bioshock Infinite With a focus on animation, animation director Shawn Robertson talks about the various systemic and narrative techniques that...
Character Heads Creation Pipeline and Rendering in Bungie’s Destiny “In Face Animation Retargeting in Destiny, the authors explain how they were able to achieve high-quality face animation...
Living Crowds: AI & Animation in Assassin’s Creed Brotherhood My amazing colleagues Aleissia Laidacker and Nicolas Barbeau talk about the living crowds in Assassin’s Creed Brotherhood....
Ellie: Buddy AI in The Last of Us In this GDC 2014 talk, Naughty Dog’s Max Dyckhoff discusses the techniques used to generate a believable “buddy”...