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At GDC 2015, Naughty Dog's Blake Shelton takes the stage to deliver a great talk about the needs, requirements and thought processes used to design the studio's motion capture pipeline.
December 22, 2016
Between the Uncharted series and The Last Of Us (not to mention Way of the Warrior), developer Naughty Dog has developed a reputation for making games with striking characters. But how do they go about motion-capturing those characters' animations and implementing them into the game?
At GDC 2015, Naughty Dog's Damon Shelton took the stage to talk about the needs, requirements and thought processes used to design the studio's motion capture pipeline. He also dug into the tools Naughty Dog developed to create high-quality motion capture data, manage the large amount of data required to fill the needs of such a large project, and deliver this data to the animators.
It was a great talk that offered an in-depth look into the tools developed to clean up the raw data, turn this data into animation curves and the tools created to re-target the animation data onto the Last Of Us character skeletons.
Now, it's freely available for anyone to watch over on the official GDC YouTube channel!
In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
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