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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Animation Summit: Technical Animation Pipeline of 'Fort Solis'

Matthew Lake  (Lead Technical Animator, Fort Solis, Fallen Leaf)

Location: Room 2001, West Hall

Date: Monday, March 18

Time: 3:50 pm - 4:20 pm

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: Visual Arts

Format: Session

Vault Recording: Video

Audience Level: All

Dive into the technical animation pipeline and workflow built for 'Fort Solis,' an indie title created by a small team all within a little over two years. This presentation covers the building blocks of the 'Fort Solis's' character skeletons with approaches that offload deformation calculations to runtime rather than a baked approach, our artist-friendly workflow to face rig development and creation, our animator-first tools and pipelines that empower animators to do what they do best (animate!) and how state-of-the-art technologies inside of Unreal Engine 5 helped breathe life into the characters and truly blurred the lines between cinematic and gameplay through motion matching locomotion. Finally, the session is rounded off with the many character and animation optimisations required to hit 60 frames per second on PlayStation 5. The many hurdles, and lessons learnt will be shared from trying to push the animation envelope with an indie-sized team and resources.


Gain insight into characters & animation in Unreal Engine 5; from techniques for run-time deformation, or "skip to the end" with the problems and solutions learnt from shipping with motion matching locomotion, and finally the critical optimisations to help ship your next game at 60 FPS on consoles.

Intended Audience

The intended audience for this talk would be technical animators, animators, technical artists or anyone who has a passion for characters. The lessons inside would benefit all levels of experience.

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