Categories
Blog Post

GDC Vault – Animation Bootcamp: From Stage to Screen: How to Get the Most From Your Performance Capture

GDC Vault – Animation Bootcamp: From Stage to Screen: How to Get the Most From Your Performance Capture

This is a great read and something you should share with everyone and anyone at your studio that has to work with or is thinking about working with Motion Capture.

Session Name:Animation Bootcamp: From Stage to Screen: How to Get the Most From Your Performance Capture
Speaker(s):Simon Unger
Company Name(s):Independent
Track / Format:Visual Arts
Overview:As commonplace in game development as overtime, motion capture is often one of the largest, most inefficient expenses on a production.The goal of this talk is to give attendees better tools and practices to squeeze more performance and value out of their mocap. We will cover all the stages; from initial planning and casting to final implementation in game. We’ll also have a look at some not-so-common uses of this often misunderstood tool.

10-10:15am – Intro – Mike Jungbluth (Zenimax Online), Tim Borrelli (5th Cell) and Nate Walpole (Independent)
10:15-11:15am – Making an Audience Believe – Jalil Sadool (Dreamworks)
11:15am-12:15pm – It’s Alive! Developing Animal/Creature Movement – Amy Drobeck (WB Games)
12:15-1:30pm – Lunch
1:30-2:30pm – How to Get the Most Out of Your Mocap – Simon Unger (Independent)
2:30-3:30pm – Animating the 3rd Assassin – Jonathan Cooper (Ubisoft Montreal)
3:30-4:30pm – Giving Purpose to 1st Person Animation – Ryan Duffin (EA/Danger Close)
4:30-4:45pm – Break
4:45-5:45pm – Designing A Performance – Ed Hooks (Acting for Animators) & Mike Jungbluth (Zenimax Online)
5:45-6:15pm – Q & A Roundtable – Tim Borrelli (5th Cell)
https://twvideo01.ubm-us.net/o1/vault/gdc2013/slides/824727Unger_Simon_FromStageTo.pdf

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.