on November 06, 2012
Piece by pcgamer.com
It all started with mirrors. Spurred on by its insatiable hunger for the unknown, Reddit’s gaming community flitted between poring brainpower over why reflections don’t commonly appear in FPS games, the inevitable meme-orized destruction of the topic, non-Euclidean mind trips, and kittens. Eventually, the Jeopardy-like attention span shifted to first-person animation design. Discussion threads sprouted, recipes were shared, an expert was called in: Infinity Ward animator Chance Glasco who, in a weekend AMA thread, shared knowledge on the intricacies of constructing and positioning some of the most frequently glimpsed weapon animations of the genre from the Call of Duty series.
on November 05, 2012
Awesome piece by Aaron Gilman.
This was posted on May 24th, 2009 and is still a great read!
As someone who has been back and forth between games and film for many years, I thought it might be interesting to offer my perspective on what I think are vastly different animation pipelines.
In my opinion, when it comes to animation, games and film begin their production process needing (not wanting) vastly different things, and this ultimately sets the tone for how animation is critiqued, processed and approved over the course of almost the entire project.
on October 18, 2012
If you could ask the artists about their techniques, experience, what they feels is the next step in the film or game industry, or anything at all, what would it be? Share your questions and comments via Facebook, Twitter or email us. We have an awesome panel and we want you to participate and be part of it.
There's a lot to talk about and we will do our best to answer and cover the topics you want to hear.
Link to Video : http://vimeo.com/51439456