Sr Staff Tech Animator @SonySantaMonica. Previously Motive (SW: Squadrons), Visceral (Star Wars), Ubi Montreal (Far Cry, Watch_Dogs), Bizarre Creations. He/Him.
Jan 11, 2022 • 24 tweets • 4 min read
For all the folks who don’t believe game devs when they say sharing objects between games doesn’t work, here’s a technical explanation: Let’s use Mike Shinoda’s example: port a skin from Valorant to Fortnite…
A "skin" is typically a 3D mesh with textures, shaders, sometimes dynamics, VFX or lighting. Let’s focus on the 3D mesh. A 3D mesh is made up of vertices (points in 3D space).
Oct 3, 2021 • 33 tweets • 8 min read
The recent Halo Infinite test has some pretty solid multiplayer animation, and it reminded me of a topic that I figured was worth some discussion: Why is animation for multiplayer first person shooters, so challenging? [Thread]
Some people may not even notice this, but in general character animation in multiplayer FPS games can often feel like the character is sliding around a bit, as if they’re lacking a solid connection with the ground.
Feb 16, 2021 • 18 tweets • 5 min read
Quick appreciation thread on the narrative delivery in Cyberpunk 2077 cause CDPR is doing some next-level work on keeping scenes interesting and natural.
So in this scene you’re going to meet Evelyn Parker for a job. You don’t know what she looks like, so you go to ask the bartender...
Feb 6, 2019 • 19 tweets • 3 min read
Let's talk Motion Matching tips for people who are new to it. I’ll keep things general so it’s not specific to any one company or pipeline...
The Ubisoft dance cards shown at GDC work well, but you don’t HAVE to follow them. To make your own dance cards, just take the coverage you would have normally shot and combine it into a single path. Be sure to leave some extra motion between each move.