View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.
If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.
Brian Venisky (Senior Technical Animator, Avalanche Studios)
Location: Room 2002, West Hall
Date: Friday, March 22
Time: 10:00 am - 11:00 am
Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Topic: Visual Arts
Vault Recording: Video
Audience Level: All
When planning out the needs for animation workflows during the production of 'Just Cause 4', it was necessary to rethink and revamp existing in-house animation workflows and the tools behind it all. This included building further on the groundwork of the pipeline created during development of 'Just Cause 3' for the gameplay animation team as well as building an entirely new pipeline for cutscenes in order to support a stronger push on our cinematic structure. The result was a more robust set of animation content workflows and improved tools that increased efficiency, speed, and quality. This talk will present the process of how the technical animation team went about executing some of the wants and needs of the animation and cinematics teams on JC4 that led to a much improved pipeline.
Attendees will learn of the approach taken to develop a more seamless and automated workflow for creating and maintaining animation and cinematic content for JC4 using both Maya and MotionBuilder.
Anyone interested in animation pipelines and workflows as well as cinematic content creation and workflows.