{"id":12176,"date":"2018-02-06T00:57:00","date_gmt":"2018-02-06T00:57:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/314368"},"modified":"2018-02-06T00:57:00","modified_gmt":"2018-02-06T00:57:00","slug":"video-how-doom-sells-character-design-through-full-body-animation","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/02\/06\/video-how-doom-sells-character-design-through-full-body-animation\/","title":{"rendered":"Video: How DOOM sells character design through full body animation"},"content":{"rendered":"<p>The enemies of\u00a0<em>DOOM<\/em>\u00a0are highly stylized, and &#8220;selling&#8221; a character&#8217;s design\u00a0is usually tied to the quality of animations. To achieve the desired feel, the combat AI in\u00a0<em>DOOM<\/em>\u00a0relies a lot on straightforward full body animations.<\/p>\n<p>In this GDC 2017 talk, id Software&#8217;s Jake Campbell explains a few of the techniques used to make the unique animations of <em>DOOM<\/em> in a modern game environment.<\/p>\n<p>Campbell discusses how the dependency on full body animations meant that the AI animation controls needed to be more flexible and robust. He also explains the techniques that were used to make this approach feasible.\u00a0<\/p>\n<p>Developers may appreciate that they can now\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=3lO1q8mQrrg\">watch the talk completely free via the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. 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\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The enemies of\u00a0DOOM\u00a0are highly stylized, and &#8220;selling&#8221; a character&#8217;s design\u00a0is usually tied to the quality of animations. To achieve the desired feel, the combat AI in\u00a0DOOM\u00a0relies a lot on straightforward full body animations. In this GDC 2017 talk, id Software&#8217;s Jake Campbell explains a few of the techniques used to make the unique animations of [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":12177,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-12176","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/12176","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=12176"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/12176\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/12177"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=12176"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=12176"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=12176"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}