{"id":13329,"date":"2018-02-21T00:34:00","date_gmt":"2018-02-21T00:34:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/314809"},"modified":"2018-02-21T00:34:00","modified_gmt":"2018-02-21T00:34:00","slug":"video-how-overwatch-animators-managed-their-workflow","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/02\/21\/video-how-overwatch-animators-managed-their-workflow\/","title":{"rendered":"Video: How Overwatch animators managed their workflow"},"content":{"rendered":"<p>The heroes of <em>Overwatch<\/em> are all unique and exhibit personality through the way they move. Even subtle animations\u00a0can convey a lot about a character.\u00a0<\/p>\n<p>Creating animations for 26 heroes is no easy task, so how did the <em>Overwatch<\/em> team manage?\u00a0<\/p>\n<p>In this 2017 GDC talk, Blizzard&#8217;s Jesse Davis goes into how the <em>Overwatch<\/em> team built an animation pipeline and workflow around a new game universe with a\u00a0new team culture that still matched\u00a0Blizzard&#8217;s\u00a0values.<\/p>\n<p>Davis also discusses Blizzard&#8217;s animation system and hero rigs, as well as explaining first-person animation-driven performances.\u00a0<\/p>\n<p>Animators interested to see how the <em>Overwatch<\/em> team built their pipeline\u00a0may appreciate that they can now\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=cr7oO8kDu8g\">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 heroes of Overwatch are all unique and exhibit personality through the way they move. Even subtle animations\u00a0can convey a lot about a character.\u00a0 Creating animations for 26 heroes is no easy task, so how did the Overwatch team manage?\u00a0 In this 2017 GDC talk, Blizzard&#8217;s Jesse Davis goes into how the Overwatch team built [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":13330,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-13329","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\/13329","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=13329"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/13329\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/13330"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=13329"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=13329"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=13329"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}