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March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

Ending the Skin-Weighting Bottleneck with METATAILOR v2.5 (Presented by METATAILOR)

Graham Henry  (CEO & Co-Founder., METATAILOR)
Marc Walls  (Community Manager, METATAILOR)
Location: Future Tech Stage, South Hall
Date: Thursday, March 12
Time: 11:10 am - 11:30 am
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: All
Track: Game & Production Technology
Format: Power Talk
Vault Recording: Not Recorded
Audience Level: All
METATAILOR

Manual skin-weighting and garment fitting remain the most significant labor bottlenecks in modern character production. As studios scale toward diverse, customizable wardrobes, the traditional "one-off" approach to skin-weighting fails to keep pace with rapid development cycles. In this Power Talk, METATAILOR CEO Graham Henry introduces version 2.5, demonstrating a paradigm shift from static meshes to "Smart Meshes."
The session explores a new engine-agnostic wardrobe hub and official plugins for Unreal Engine and Unity that eliminate manual rework. Attendees will see a live demonstration of the METATAILOR Bridge, which enables seamless round-trip asset transfers and automatic, self-adaptive clothing fitting across disparate character proportions. By automating the technical burden of skin-weighting transfers and collision detection, this session provides a roadmap for studios to achieve AAA-quality character costuming while reclaiming hundreds of hours of manual art labor.

Takeaway

Attendees learn how to eliminate manual skin-weighting by implementing an automated pipeline that supports cross-engine interoperability. They discover methods for converting static garments into self-adaptive assets that conform to body types in real time. The presentation provides a clear workflow for moving production-ready assets without losing skin-weighting data.

Intended Audience

This session targets technical artists, character artists, and studio leads optimizing character production at scale. It benefits those managing large-scale avatar systems or decentralized pipelines. A basic understanding of character skin-weighting and familiarity with Unreal Engine or Unity is the only prerequisite necessary for understanding the technical workflow.