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Wolfire Games' David Rosen shares tips and techniques for building procedural animation systems in order to more efficiently develop well-animated indie games during GDC 2014.

May 5, 2014

2 Min Read

"We really need animation and code to work more closely together, so we can use the code to help offload repetitive tasks from the animators."

- Wolfire Games co-founder David Rosen speaking about the value of procedural animation systems during GDC 2014. David Rosen gave a great talk earlier this year about how indie developers can use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples drawn from Rosen's experience creating indie games like Overgrowth, Receiver and Black Shades. Rosen also answers common game animation questions, like "what exactly is the difference between a playable character and a vehicle?" in the 30-minute presentation, which was given during the GDC 2014 Animation Bootcamp. We've taken the liberty of embedding the free video of "An Indie Approach to Procedural Animation" above, but you can also watch it here on the GDC Vault.

About the GDC Vault

In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support. Gamasutra and GDC are sibling organizations under parent UBM Tech

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