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#doom#idsoftware#animation

Bringing Hell to Life: AI and Full Body Animation in DOOM

GDC Festival of Gaming

555K subscribers • 66 videos on Hallway • Conference channel

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  • Recommended by 2 people: 1 on Lobsters and 1 in engineering communities.
  • Presented by Jake Campbell, id Software
  • May be out of date. Uploaded 8 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

80K views8 years ago2 recommendations

Game developmentGraphics and audioGame programmingRenderingUnity, Unreal and Godot

Jake Campbell explains the animation and AI techniques used to bring the monsters of DOOM to life in a modern game engine.

In this GDC 2017 talk, id Software's Jake Campbell explains some of the techniques that were used to make the unique animations of DOOM in a modern game environment. Register for GDC: ubm.io/2gk5KTU Join the GDC mailing list: gdconf.com/subscribe Follow GDC on Twitter: twitter.com/Official_GDC GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

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2 people recommend this

What people say. Recommended as an insightful look into real-time 3D animation and simulation techniques used in modern game development.

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friendlysockon Lobsters • Recommends

Bringing Hell to Life: AI and Full Body Animation in DOOM

u/Bekwnnin r/programming • Recommends

On “Things Nobody Told Me About Being a Software Engineer”

Another 5% is types of 3D simulations: real-time and non-real-time rendering, physics simulations, VFX and 3D art engines/tools, games development. I work in games and I haven't touched a database in well over a year. There's an insane amount of depth to the field and I'm always elbows-deep in interesting problems that often require creative solutions. When the way specifications work changes from "we need to be able to enter this table of data" to "we need to support 10,000 animated fish in a scene" or "blending logic, physics ragdolls, and hand-crafted animations on dying demons." Even [optimizing games can require framing very specific problems based on the context of the game.]
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