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Video Game Animation Explained

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Learnings From Launching The Apple Vision Pro

Given in February 2025 in Dundee s Abertay cyberQuarter research centre, my talk entitled Tales from the Edge of Reality: Learnings from Launching the Apple Vision Pro has now been made available to the public. Give it a watch if you re interested in the origins of the Apple Vision Pro s content creation pipeline, and the experience of Apple s internal culture from the perspective of a game…

AZRI Rig Tops 100K Downloads

We hit a major milestone this week with over 100,000 downloads of the AZRI Rig! Thanks so much to Sol Brennan (@wuffles) for creating the rig and Matthew Bachnick (@mafubash) for the amazing character work. The AZRI Rig was created to illustrate concepts in the original book edition and was launched as a free download for educational purposes in 2019. She has since appeared in countless fantastic…

Encounter Dinosaurs On Apple Vision Pro

Apple recently ran an App Store article on my last project there, the Apple Vision Pro launch experience Encounter Dinosaurs. Available free and installed on the new device, it was an incredible privilege to ship day-one on a brand new piece of hardware from this historic company. It was my first fully immersive project and I learned a lot on narrative and believable performance working with…

Tekken 8 Muscle Deformation

Backbone Studio s Kentaro Fukumoto (@kentaLOW12345) showed off the joint-based RBF (Radial Basis Function) muscle solution for Bandai Namco s Tekken 8 during a CEDEC24 showing in Japan late last year, and I ve combined all the footage below. Read a full writeup (in Japanese) on CGWorld The post Tekken 8 Muscle Deformation appeared first on Game Anim .

Monster Hunter: Wilds – Mocap Demonstration

Capcom recently gave a press demo of mocap streamed to their RE Engine in realtime at their Osaka offices. On hand were Monster Hunter: Wilds lead player animator Hiroya Sasaki, lead enemy animator Kenji Yamaguchi, and animator Naohiro Taniguchi. The actors being directed were Daichi Miura and Masatoshi Fukidome. This appears to be a similar demo to the one given following the release of Street…

Minecraft Legends – Building A Unique Animation Style True To Minecraft

In this Develop Brighton 2023 presentation, Blackbird Interactive animation director Eric Luhta (@splinecraft) explores the core essence of Minecraft s animation style and adapts it to Minecraft Legends host of brand new characters and enemies. The post Minecraft Legends Building A Unique Animation Style True To Minecraft appeared first on Game Anim .

Unreal Engine 5 – Animation Tools

Epic have added major support for creating animation within the Unreal Engine over the last few months, and have given several presentations about the features at the recent Unreal Fest 2024 in Prague. Here they all are listed below, beginning with a breakdown of Epic s incredibly generous free Game Animation Sample Project (previewed above): The post Unreal Engine 5 Animation Tools appeared first…

Final Fantasy XVI – Cinematic Production

Autodesk has shared two articles on the cinematic production of Final Fantasy XVI. The first highlights uses of Maya and Motionbuilder for the mocap and facial content creation, while the second looks primarily at Flow Production Tracking (previously Shotgrid/Shotgun) integration for scheduling and task tracking. Find the articles linked below: SQUARE ENIX delivers standout visuals for FINAL…

New Tales From The Borderlands – Automated Cinematic Pipeline

Gearbox Studio Québec senior technical animator Marion Guignolle (@nlyxe) shares how the team automated cinematic file creation and data management via Maya and ShotGrid in order to work with large amounts of animation content over a short period of time. The post New Tales From The Borderlands Automated Cinematic Pipeline appeared first on Game Anim .

The Making Of Forspoken Cutscenes

At the Autodesk Developer Summit at GDC 2023, Luminous Productions walk through their cutscene workflow for Forspoken, from asset creation and performance capture to character animation and scene layout. The post The Making Of Forspoken Cutscenes appeared first on Game Anim .

Animating Spider-Man 2

In this 2024 GDC Animation Summit session Insomniac animation directors Robert Coddington (@bobby_br26354), Lindsay Keys (@Binzimation), Bradley McLaughlin, Stephen Camardella and James Ham (@James_Ham90) offer a deep exploration of the creative process behind Marvel s Spider-Man 2 animation. The post Animating Spider-Man 2 appeared first on Game Anim .

Cinematics In Baldur’s Gate 3

In this GDC 2024 talk, Larian Games cinematic director Jason Latino (@jasonlatino) discusses the realities of making a game at the scale of Baldur s Gate 3, forcing a change in tools, team and approach. The post Cinematics In Baldur s Gate 3 appeared first on Game Anim .

Interview With Metal Gear Solid (1998) Motion Director – So Toyota

Motion director So Toyota, who worked on Metal Gear Solid 1-4, discusses the animation of the original Metal Gear Solid (1998). The post Interview With Metal Gear Solid (1998) Motion Director So Toyota appeared first on Game Anim .

Game Animation Fundamentals For Everyone

From last years Sumo Games internal Sumo Developer Conference, this talk by Timbre Games principal animator Candace Debacker (@candycuey1) highlights how my proposed 5 Game Animation Fundamentals can contribute to the look and feel of a game while relying on strong cross-discipline collaboration. The post Game Animation Fundamentals For Everyone appeared first on Game Anim .