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Pass Type: All Access Pass, Core+Summits Pass, Core Pass - Get your pass now!
Topic: Visual Arts
Vault Recording: TBD
Audience Level: Intermediate
As Remedy's latest game Control was entering production, the team was hit by a surprise when their animation middleware was taken off the market. After evaluating their options, they chose to build their own technology from scratch. Remedy's Principal Animation Programmer Ville Ruusutie and Lead Animator Ilkka Kuusela describe the team's journey from the first, stripped down iteration of their own technology 6 months before their first E3 demo, to finally shipping a multiplatform game with a complex playable character, 11 enemy archetypes, massive boss fights, cinematics, and systemic conversations.
This talk will give the audience a look into Remedy's new animation system, show Remedy's animation pipeline and debugging tools for Motion Matching, and discuss the unique features they added to the animation system to tackle common game animation scenarios like cinematic transitions.
The audience will get an insight into Control's development and a modern animation system. The talk will give new ideas on debugging and authoring content for motion matching. The concrete examples of solutions for common animation scenarios will serve as useful tips and tricks for the attendees.
The talk has a technical animation focus and is targeted at animators, technical animators, and animation programmers. It should also be interesting for people who work closely with animators, such as gameplay and AI programmers and designers. The talk will be understandable to a professional game developer without specific prerequisites.