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.

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.

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.

Math for Game Programmers: Doing Math with RGB (and A) Correctly

In this 2015 GDC talk, Google's Jim Van Verth discusses how specific math can help you program a proper color scheme for your game. 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.

The Animation Pipeline of Overwatch

In this 2017 GDC talk, Blizzard's Jesse Davis takes a look at how the Overwatch team built an animation pipeline and workflow around a new game universe, a new team culture, and Blizzard's tried-and-true values 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.

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.

IK Rig: Procedural Pose Animation

In this 2016 GDC talk, Ubisoft's Alexander Bereznyak breaks down the basics of IK Rig technology for animators, and explains how it can be used for everything from video games to feature films. 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.

How Hard Could It Be? The Story of a Starcraft II Cinematic

In this 2013 GDC session, Blizzard's Brian Kindregan examines the strengths and weaknesses of cinematics in video games by tracing the story development of one particularly difficult cinematic for Starcraft II: Heart of the Swarm. 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.

Realizing Responsive High Fidelity Character Movement in Just Cause 3

In this 2015 GDC talk, Avalanche Studios' Jeet Shroff and Alex Crowhurst demonstrate the techniques used to maintain responsiveness and preserve animation quality in Just Cause 3. In this 2015 GDC talk, Avalanche Studios' Jeet Shroff and Alex Crowhurst demonstrate the techniques used to maintain responsiveness and preserve animation quality in Just Cause 3. 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.

The GDC 2015 Live 2D Animation Demo

In this 2015 animation bootcamp session, Skullgirls Animator Mariel Cartwright presents a live 2D traditional animation demo that demonstrates the way the fighting game Skullgirls is animated. Register for GDC: http://ubm.io/2gk5KTU Join the GDC mailing list: http://www.gdconf.com/subscribe In this 2015 animation bootcamp session, Skullgirls Animator Mariel Cartwright presents a live 2D traditional animation demo that will demonstrate the way the fighting game Skullgirls is animated. 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.

The Art of Destruction in Rainbow Six: Siege

In this 2016 GDC session, Ubisoft's Julien L'Heureux discusses the process of developing and integrating Realblast, a destruction engine, as a core gameplay feature to Rainbow Six: Siege, a multiplayer first person shooter, and all the technical hurdles encountered along the way. 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.

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

The Inner Workings of Fortnite’s Shader-Based Procedural Animations

In this 2013 GDC session, Epic Games' Jonathan Lindquist covesr the vertex shaders of Fortnite that bring every inanimate object in the game to life and the development process that led to this specific art direction. 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 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

The 2017 Game Animation Microtalks

In this 2017 microtalk session, game animators Lana Bachynski, Shahbaaz Shah, Tim Borrelli, Gwen Frey, Matt Conn, Gabriela Aveiro, Matthew Russell, Michael Jungbluth, Mariel Cartwright, and Matt Majers share a series of rants, raves, observations and wild musings on animation and the game industry as a whole. 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

Realistic Performances in Games

In this 2017 GDC session, Naughty Dog's Ryan M. James shares some of the methods used to create realistic performances for animated characters in the studio's games. 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

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

The Rain World Animation Process

In this 2016 Animation Bootcamp session, Rain World animators Joar Jakobsson and James Therrien break down the animation process behind their beautiful hit indie game. 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