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'Gears 5' Real-time Character Dynamics

David Coleman (Technical Art Director, The Coalition - Microsoft)

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

Topic: Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: All

This talk will discuss the Gears 5 real-time dynamics system used for thick, heavy leather armor, chains tied at both ends, hair such as dreadlocks and ponytails draped over shoulders, buckles, pouches, tentacles and many other challenging dynamics accessories! The presentation will cover the features of the dynamics system, demonstrate how the dynamics were setup within the Unreal Engine 4 animation blueprint system, as well as challenges and lessons learned to ensure the system kept within performance budgets in support of Gears 5 running at 60 fps on XBoxOneX, in all game modes.


Attendees will take away a better understanding of real-time dynamics that produce AAA visual fidelity and performance goals, and specifically an alternative proprietary option to the 'off the shelf' dynamics systems used in games today.

Intended Audience

This session is intended for animators, riggers, technical artists, art and animation directors, of every level. Having a basic understanding of modern secondary animation systems will be beneficial, but is not required.