The Art of Journey – GDC 2013

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.

The Art of Journey – GDC 2013

The Animation Process of Ori & The Blind Forest

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.

The Animation Process of Ori & The Blind Forest

Elder Scrolls Online: Morrowind Trailer – by Blur Studios

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.

Elder Scrolls Online: Morrowind Trailer – by Blur Studios

Making Fluid and Powerful Animations For Skullgirls

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.

Making Fluid and Powerful Animations For Skullgirls