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| Content Provider | ACM Digital Library |
|---|---|
| Author | Araki, Shigeru |
| Abstract | Since the late 90's, 3DCG technology in both hardware and software has progressed and advanced very quickly, 3D animation becoming more and more familiar in our lives. The development of this technology has increased the amount of information that can be included in game design software in terms of sound and vision, thus enabling more complex, lifelike characters than before. Specifically looking at character animation, this aspect of design now commonly shows intricate facial expressions and hand finger movements, to name but two features. As a result of this, more sophisticated skills are required from the animators to achieve company and public expectation of game character believability. With this new expectation, animators need new ways to improve their skills in understanding movement, facial register, anatomy etc. To this end I have started to run workshops in collaboration with animation and game studios. This current workshop has been held for major game developers and schools since 1997. The workshop has proved a very effective approach to a deeper understanding of how in game characters should act. By partaking in, and learning physical theatre, animators, game developers and other 3D specialists increase their knowledge for that next all-important character. |
| Starting Page | 1 |
| Ending Page | 2 |
| Page Count | 2 |
| File Format | |
| DOI | 10.1145/1666611.1666629 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2009-12-16 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Content Type | Text |
| Resource Type | Article |
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