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Alex O'Dwyer (Animation Director: Gameplay, Rockstar Games)
Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!
Topic: Visual Arts
Vault Recording: TBD
Audience Level: All
This session will explore how the eco-system of Red Dead Redemption 2 was planned, conceived and delivered. A brief reflection on the animals and systems of Grand Theft Auto V before detailing the evolution of these processes in RDR2. From the smallest bird to the wildest horse, this is an insight into our production methods, technical solutions, and gameplay decisions that shaped the game. From an animation perspective, we'll describe how we produced the animations for the wildlife in RDR2, looking at keyframe techniques and motion capture solutions, reflecting on what went well, and what didn't.
Attendees will gain an insight into how we at Rockstar Games organise our teams, plan our productions, and author complex animation sets using a variety of techniques to meet the demands of large-scale productions such as Grand Theft Auto V and Red Dead Redemption 2.
Delivered from an animation perspective this session is primarily intended for Animators of all levels wanting a deeper insight into gameplay animation solutions used in Red Dead Redemption 2, as well as any developers with a shared interest in large scale animation productions, animation system design, or technical animation solutions.