n this talk given at GDC 2013, art director Matt Nava presents the artwork he created during the development of the game Journey by thatgamecompany. This talk summarizes creative processes, inspirations, challenges, and constraints that were encountered while designing the art direction for this critically acclaimed and award-winning title.
In this 2015 GDC lecture, Naughty Dog’s Damon Shelton explains the design process used to create the motion capture pipeline for the 2013 hit The Last of Us
Check out these timelapse animation process videos from David Gibson. They showcase his working method on the intro for Mei from Overwatch and the reveal of the Behemoth from Evolve.
This incredible reel is an older showreel from animator Cameron Fielding back in 2008. Since then he has gone on to work for Dreamworks and ILM, on such exciting projects as Transformers 2, How To Train Your Dragon and Megamind.
Fielding had come from a background in game animation, working on Turok and Looney Tunes: Back in Action.
He has also recently returned to games working on DOTA 2 as key animator, and is currently working at Valve creators of the infamous Half-Life and Portal series.
An updated reel (2011) can be found here
Tasked with creating hundreds of character animations that would would blend seamlessly into a painted 2D world, but without any ability to illustrate, what technical and creative tricks could you employ to succeed?
This GDC 2015 Animation Bootcamp talk from James Benson discusses Ori & The Blind Forest’s successful attempt to create thousands of Ghibli-style frames of animation with limited time, people and personal skillset.
With jalapeno poppers and fajita dunkers in hand, America watched Blur’s action packed commercial for Elder Scrolls Online during this year’s Superbowl.
The “Morrowind” expansion is one of ESO’s biggest updates yet, enlarging the world and adding great character classes such as The Warden, which goes into combat supported by an aggressive War Bear.
How do you get the clearest, most fluid animation in a 2D game and make it work with responsive gameplay?
This talk from GDC 2014’s Animation Bootcamp features Mariel Cartwright explaining how Skullgirls was animated. It covers the importance of strong key frames, anticipation and timing, and how you can effectively get these principles across when your designer says only have six frames to deliver a punch.