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<a href="http://www.gdconf.com?_mc=BP_LE_CON">GDC 2016</a> organizers highlight a few more informative bootcamp sessions taking place at the March conference.
January 6, 2016
Heads up, game artists and animators: GDC 2016 organizers are offering an early look at the informative and intriguing sessions taking place during the two-day Animation Bootcamp that kicks off the March conference.
As always, the Animation Bootcamp is one of many Bootcamps and Tutorials that take place during the first two days of GDC (Monday and Tuesday, March 14th and 15th this year) and offer attendees the chance to dive deep and explore focused topics like level design, game production, art direction and animation.
This year the Animation Bootcamp kicks off on Monday with a series of great talks aimed at exploring new animation techniques, processes, and dimensions of what game animation is capable of contributing to a project.
Bringing together a group of experienced and specialized animation experts from across the AAA and indie spectrums, this bootcamp is a daylong gathering to rally developers from all over the industry, with a focus on deeper discussions into the needs of strong character performances and player communication. The day starts with more "traditional" focused talks on expected animation processes and quickly transitions into how to best apply that knowledge to game development. Through different tools and disciplines, the talks will show how the unique constraints and demands of games are creating the need for a new breed of animator.
Here's the full talk lineup for the GDC 2016 Animation Bootcamp on Monday, March 14th:
10:00 - 11:00 am Intro and Overwatch: How A Hero Is Mei'd - David Gibson (Blizzard), Michael Jungbluth (Volition) and Tim Borrelli (5th Cell) (30 mins)
11:20am - 12:20pm Embracing Animation Complexity in EA UFC 2 Through Procedural Techniques - Geoff Harrower(EA Canada) and Jeremy Mathiesen(EA Canada) (30 mins)
1:20-1:50pm Rainworld Animation Process - Joar Jakobsson and James Therrien (Video Cult) (30 minutes)
2:10-2:40 pm Skylanders Cinematics - Creating Narrative Driven Cinematics with a Cast of 300 Plus Characters - John Paul Rhinemiller (Vicarious Visions) (30 mins)
3-3:30pm The 'Animate' Button - Mocap Automation Techniques at Ubisoft Montreal - Dan Lowe (Ubisoft Montreal) (30 mins)
3:50-4:20pm Motion Matching: The Future of Games Animation...Today - Kristjan Zadziuk (Ubisoft Toronto) (30 mins)
4:40-5:10 pm Tricks of the Trade - Alex M. Lehmann (Riot Games), Simon Unger (Phoenix Labs), Jay Hosfelt (Epic), Billy Harper (SucketPunch), Jean- Denis Haas (ILM), Amy Drobeck (5th Cell) (30 mins)
5:30-6:30pm Animation Microtalks - Lana Bachynski (Blizzard), Mark Pullyblanks (THEIA Interactive), Jake Clark (Studio MDHR), Gwen Frey (The Molasses Flood), Billy Harper (Sucker Punch), Jeet Shroff (Avalanche), Simon Unger (Phoenix Labs), Ryan Duffin (DICE LA), Mike Jungbluth (Volition), Danielle Riendeau (Polygon) (60 mins)
Attendees who make time to check out one or more of these talks will leave with all manner of new ideas on what game animation is capable of. Be it tips about leveling up their animation fundamentals, new tech and processes for implementing their work in game or how best to work with and understand game design, anything that animation comes in contact with during game development will be shown in a new light.
Plus, more sessions will be announced for GDC 2016 in the coming months. Stay tuned, and don't miss the opportunity to save money by registering for the conference early -- the deadline to register for passes at a discounted rate is Wednesday, February 3rd, 2016.
GDC 2016 itself will take place March 14-18th at the Moscone Center in San Francisco. For more information on GDC 2016, visit the show's official website, or subscribe to regular updates via Facebook, Twitter, or RSS.
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