Archive for July, 2016

Character animation in virtual reality, part 3: Rise of the NPCs

Saturday, July 23rd, 2016

This is the third post, stimulated by the GDC Animators’ Roundtable, on where character animation might be going as we enter the virtual reality phase in gaming. So what will be the big step forward in player engagement in VR games, if not some variation on shooting non-player controlled enemies? What is going to have […]

Character animation and VR gaming – part 2

Friday, July 15th, 2016

This is the second of three posts about the Animators’ Roundtable discussion at the Game Developer’s Conference this year. So why are shooter games so popular, if people don’t actually want to experience the sensation of killing? I tend to understand things through analogy and personal anecdote, so I’m going to frame my thoughts in […]

Character animation and virtual reality gaming — where to now?

Tuesday, July 12th, 2016

This year’s Game Developer’s Conference in San Francisco was, of course, fully dominated by the blossoming of virtual reality. It’s still early days, but it was thrilling as to see what’s here, now, and what’s just around the corner when you put on an Oculus Rift or a HTC Vive. These are exciting times! Despite […]

The animation and animation-related musings of Kevin Koch