View, browse and sort the ever-growing list of sessions by pass type, topic, format and viewing experience. Use the experience filter to view sessions and roundtables that will be available on the virtual GDC event platform. Virtual sessions will be available to watch on-demand through April 1st, 2022 at 5pm PT. All days/times are displayed in Pacific Time.
Use the Viewing Experience filter to see which sessions will be available on-site, on the virtual platform, or both:
All registered attendees will be able to build their personal schedule in the virtual GDC event platform and mobile app. Download the Informa Tech Events app to gain access to the Game Developers Conference 2022 virtually. Login with the email address you used to register.
Ryan Cardinal (Senior Software Engineer, Electronic Arts)
Luke Shier (Senior Animator, Electronic Arts)
David Wong (Senior Software Engineer, Electronic Arts)
Location: Room 2001, West Hall
Date: Monday, March 21
Time: 4:40 pm - 5:10 pm
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Topic: Visual Arts
Format: Session
Viewing Experience: In-Person
Vault Recording: Video
Audience Level: No
Capturing authentic athletic motion has always been a challenge for sports games. Traditional optical capture studios restrict a lot of what can be done due to physical space, atmosphere and safety concerns.
For years now, the FIFA team has investigated alternative solutions for capturing authentic athletic motion for the game.
This session presents an overview of the process that led to FIFA's first 11 player VS 11 player full 90-minute match motion capture session involving professional football (soccer) teams, and how XSens motion capture suits, local positioning system tracking (LPS), and static camera footage drove improvements to the athleticism of animation data, to the realism of ball physics, and provided the motion data needed to power the new machine-learned procedural animation system known as ML Flow.
The session intends to impart an understanding of the challenges for capturing athletic motion in traditional settings and how alternative capture techniques help overcome these challenges. Explore concrete examples of how the team worked with large scale motion data to develop animation, physics and machine learning features for FIFA 22.
This talk is intended for animators, designers and software engineers interested in new motion capture techniques, and who are looking for information on how they can use real-world data to improve animation and gameplay features.