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
on October 03, 2012
Since we have such a fantastic animation community and because we want a better way to connect with animation enthusiasts we are opening our blog up to anyone who’s interested in animation. The idea behind this is to offer a venue where you can share your thoughts and help us bring up important subjects you would like to read, write or talk about. That’s right, we want to give you the chance to express your thoughts too!
on August 22, 2012
Now that the spring/summer workshop has ended and we are all on break for a bit, I get to do three things. 1) Go to bed early. 2) Browse the new collection of student reels and feel woefully inadequate. And 3) attempt to recall what the most frequent advice was that I gave over the previous fourteen weeks, and decide what I might do to build a lecture around that topic.
This last block I had two frequently occurring broad notes; “Animate from the core,” and “Don’t play it safe.” Animating from the “core” requires a lot of explanation and example, so I may tackle that in a future post.
Let me, however, try to describe what I mean when I suggest to an animator not to be “safe.”...