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View, browse and sort the ever-growing list of sessions by day, pass type, topic, and format. With this Session Viewer, you can view GDC 2023 session details and speakers, and share your favorites via social media. You will be able to build your schedule and access it during the show via export or Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Animation Roundtable Day 1

Euna Park  (Gameplay Animator, That's No Moon)

Juno Suever  (Producer, Naughty Dog)

Location: Room 312, South Hall

Date: Wednesday, March 22

Time: 2:00 pm - 3:00 pm

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Roundtable

Vault Recording: Not Recorded

Audience Level: All

The Animation Roundtable brings all disciplines together under a common cause: How to best implement and improve the field of animation in game development.

The following questions are among those that will be addressed:
Where is the line between aesthetics and gameplay?
Who should be directing the animation in a game?
Who owns each part of the animation pipeline after export?
How can all disciplines work together better, to bring the best looking and feeling animation to their game?
What are the expectations of animation, or of the player?
What new technologies are available or coming online that can help animators excel at their jobs, and what challenges will those technologies bring?
What is your best tip or trick that you think everyone needs to hear?
What mistakes have you made that you think others can learn from?
How can we all give and take feedback better, from all disciplines?

In addition, this roundtable discussion will focus on helping newcomers by dedicating the last part of each session to them, encouraging questions to help them get started (or jump-started!) in their animation careers.

Takeaway

The roundtable participants will walk away having seen the animation process through each discipline's eyes. They will go back to their respective studios with a newfound understanding of how to best communicate with their coworkers in order to deliver, as a team, the best animation in their games as possible.

Intended Audience

This is mainly for animators, designers, technical animators, producers, and programmers who are excited to participate in a productive discussion about animation in games.