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Animating NPC's in UNCHARTED
Price $3.95
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SKU GDC11-12365
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Description
Animating NPC's in UNCHARTED
SPEAKER/S: John Bellomy (Naughty Dog)
DAY / TIME / LOCATION: Thursday 4:30- 5:30 Room 134, North Hall
TRACK / FORMAT: Programming / Lecture
DESCRIPTION: This talk will cover the design and growth of Naughty Dog's animation system with emphasis on NPC's. Starting with the initial design in DRAKE'S FORTUNE, the talk will cover the problems and eventual solutions we addressed to achieve the desired variety and fidelity. Starting with improvements in both CPU efficiency and memory usage, we will show how these changes also helped evolve the authoring pipeline to improve animator efficiency and allow for rapid iteration. The combined benefits allowed us to greatly increase the number of NPC characters we shipped compared to UNCHARTED 1 while avoiding the need to grow our animation department.
TAKEAWAY: Attendees will come away with a substantive understanding of Naughty Dog's high level animation design and runtime. They will learn specifically about the solutions we developed to solve problems of scale, authoring and variety, as well as how to implement them in their own engine either in part or in whole. Attendees will leave the talk with an understanding of the motivations behind our division of labor between programmer and animator and how we moved towards making both w
INTENDED AUDIENCE: This session is intended for AI and animation programmers looking to get the most flexibility out of their character animation runtime and authoring pipeline. Attendees should have a general understanding how high level animation systems behave at runtime and the demands placed on animators to realize a new character.

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