Events91 Videos

2D Animation at Klei Entertainment

In this 2014 GDC session, Klei Entertainment's outline Klei Entertainments specific goals in relation to animation quality, some of their core inspirational material and how we strive to achieve our visual goals. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ

A Digital Swiss Army Knife for Films like “The Jungle Book” (NAB Show 2017) | Adobe Creative Cloud

Academy Award-winning visual effects supervisor, Rob Legato presents his work and workflow at NAB Show 2017. Learn more about the latest features in Adobe Creative Cloud video and audio tools: https://adobe.ly/2oqIN33 Watch the interview with Rob Legato: https://www.youtube.com/watch?v=aHhTcBSyQDc&index=61&list=PLD8AMy73ZVxWLfqwXLcdAZVFjV2zW_Stf Download new features now: https://adobe.ly/2oqUM0w Watch more news, interviews, and overviews from NAB Show 2017: https://adobe.ly/2oqQYfG Catch the live-streamed demo of top features in the latest release: https://adobe.ly/2oqR07i Subscribe: https://www.youtube.com/user/adobecreativecloud?sub_confirmation=1 LET’S CONNECT Facebook: http://facebook.com/adobecreativecloud Twitter: http://twitter.com/creativecloud Instagram: http://www.instagram.com/adobecreativecloud/ Adobe Creative Cloud gives you the world's best creative apps so you can turn your brightest ideas into your greatest work across your desktop and mobile devices.

A Study of Creature Animation in Film and Games

In this 2017 GDC talk, animator Jalil Sadool discusses a few pieces of creature animation from film and games and share the variety of workflows behind creating each animation. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ

Achieving a Believable Performance

In this 2014 GDC session, animator Tim Borrelli discusses the "believable performance" and the little things that we tend to forget, but which are incredibly essential in order for a character to come to life in game animation. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Andrew Kramer Talks After Effects & Video Copilot | Adobe Creative Cloud

Catch up with Andrew Kramer of Video Copilot as he shares how he got his start and his favorite new features in Adobe After Effects CC. See more from Video Copilot: http://www.videocopilot.net/ Download new features now: https://adobe.ly/2oqUM0w Watch more news, interviews, and overviews from NAB Show 2017: https://adobe.ly/2oqQYfG Catch the live-streamed demo of top features in the latest release: https://adobe.ly/2oqR07i Hear from more inspiring people in the industry about their work and workflows: http://bit.ly/AdobeProVideoCustomers Subscribe: https://www.youtube.com/user/adobecreativecloud?sub_confirmation=1 LET’S CONNECT Facebook: http://facebook.com/adobecreativecloud Twitter: http://twitter.com/creativecloud Instagram: http://www.instagram.com/adobecreativecloud/ Adobe Creative Cloud gives you the world's best creative apps so you can turn your brightest ideas into your greatest work across your desktop and mobile devices.

Animating Dauntless: Slaying AAA Animation on the Indie Scale

In this GDC 2017 session, Phoenix Labs' Simon Unger explains the animation best practices they've learned so far to create AAA-grade animation on an indie budget. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ

Animating Quadruped Characters in The Flame in The Flood

In this 2016 GDC talk, The Molasses Flood co-founder Gwen Frey illustrates techniques for effortlessly creating high quality quadruped locomotion without the need for transition animations. During the talk two different quadruped characters will be examined - a boar with a rigid spine, and a large, gangling wolf with a procedural spine. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ

Animating the Spy Fantasy in Splinter Cell: Blacklist

In this 2014 GDC talk, Ubisoft Toronto's Kristjan Zadziuk focuses on what defined Splinter Cell: Blacklist animation pillars, the technical challenges faced by the animation team throughout the development and how we have overcome them Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe In this 2014 GDC talk, Ubisoft Toronto's Kristjan Zadziuk focuses on what defined Splinter Cell: Blacklist animation pillars, the technical challenges faced by the animation team throughout the development and how we have overcome them Follow GDC on Twitter: https://twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Animation Bootcamp: An Indie Approach to Procedural Animation

In this 2014 GDC session, indie developer David Rosen explains how to use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples from indie games like Overgrowth, Receiver and Black Shades. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ

Animation Bootcamp: Animation Prototyping for Games

In this 2014 GDC session, Epic Games' Jay Hosfelt discusses tools and techniques for creating quick "gray box" animation assets for the designers that allow for quick iteration cycles, and allow animators to participate in the early prototyping process of game development. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Animation Bootcamp: The First Person Animation of Overwatch

In this 2017 GDC talk, Blizzard's Matthew Boehm dives into the artistic and technical challenges of creating personality in first person animation for the robust and varied cast of Overwatch. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ

Behind the Scenes of the Cinematic Dialogues in The Witcher 3: Wild Hunt

In this 2016 GDC session, CD Projekt Red's Piotr Tomsinski explains the process for creating the dialogue animation system of The Witcher 3. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ

Believable Humans (In Video Game Animation)

In this 2015 GDC talk, Sony Computer Entertainment America's Michael Mumbauer and University of Auckland researcher Mark Sagar discus how motion capture and performance capture have influenced the industry and how to achieve believable computer-generated humans. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ

Bringing Hell to Life: AI and Full Body Animation in DOOM

In this GDC 2017 talk, id Software's Jake Campbell explains some of the techniques that were used to make the unique animations of DOOM in a modern game environment. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Closer to Fantasy, Keen @Siggraph2017

Watch Keen's presentation on Foundry's booth at Siggraph2017 Find out more about Modo here: https://www.foundry.com/products/modo

Defense Against the Dark Arts: Budgets and Budget Reporting

In this 2015 GDC talk, Bungie's Paul Vosper presents quick prototyping techniques for animation systems, which have traditionally been one of the most complex areas to author. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe Follow GDC on Twitter: https://twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Environment Modeling for Games

Environment Modeling for Games – Old Basement Part-1, in this first chapter we block out the basics forms for our scene.

First Batch of Rewind Presentations from NAB 2016

Very year Cineversity hosts live Cinema 4D tutorials and presentations by top artists talking about their work on projects. If yo are not fortunate enough to make it to NAB, the presentations are streamed live, while they are happening, and then available through Cineversity as rewind presentations.Thanks to Maxon US and Cineversity.com (http://www.cineversity.com), for recording and […]
FMX 2017 –  How Clarisse has changed MediaMonks’ pipeline.
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FMX 2017 – How Clarisse has changed MediaMonks’ pipeline.

Vincent van der Klaauw is a Senior Environment and Matte Painting Artist who worked on awarded feature films like The Martian. During his career he has also worked on TV commercials and short films. In this presentation, he talked about his recent experience making a 360 video for Nissan using Clarisse. Lately, MediaMonks has created a full CG experience. Vincent focused on how they've created three different digital landscapes. Besides this project he explained how Clarisse has changed their pipeline to make it more efficient. With Vincent van der Klaauw, Senior Environment and Matte Painting Artist at MediaMonks