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Physics Meets Animation : Character Stunts in Just Cause 2
Price $3.95
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SKU GDC10-10336
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Description
Physics Meets Animation : Character Stunts in Just Cause 2
Speaker: John Fuller (System Architect, Avalanche Studios), Andreas Nilsson (Lead Game-play Programmer, Avalanche Studios)
Date/Time: Thursday (March 11, 2010) 1:30pm — 2:30pm
Location (room): Room 132, North Hall
Track: Programming
Secondary Track: Visual Arts
Format: 60-minute Lecture
Experience Level: Intermediate

Session Description
Just Cause 2 is a game with a uniquely varied character game-play and interaction with objects. The character can skydive, dangle from a helicopter, parachute, swim, grapple and cling to cars, boats and air vehicles, all while firing a wide range of weapons. In this session, we reveal how physics, animation and IK were integrated to produce this fast-paced, responsive action.

The session will focus particularly on how physics can be used as a valuable addition to character animation, helping to reduce the burden of animation asset creation. It highlights the role physics can play in opening up novel gameplay options and in giving the user a feeling of responsiveness and immersion. It reviews the problems we faced and suggests a palatable approach to greater levels of physics adoption.

Intended Audience
This lecture is intended for character programmers (animation or game mechanics) and technical animators, but it can also be of interest to technical game designers as it has a heavy focus on varied and engaging game dynamics. Knowledge of animation systems and a very basic understanding of how physics works can be beneficial.

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