Hearthstone Animated Short: Hearth and Home



Harth Stonebrew’s Tavern is a special place. If you strolled among the packed tables and raucous laughter on a busy night, you’d overhear stories of exhausting travel and perilous adventure—and of lucky voyagers somehow finding the tavern just when they needed it the most.

For the colorful cast of characters who call it home, the tavern is more than just a place to put up their feet or toss back a tasty brew. For them, it’s where the magic of hospitality fills the air, and good times are shared by everyone who happens through the door. In the tavern, the joy of the unexpected or the thrill of competition can be found at any hour. Watch, and discover why Hearthstone is home.

LEARN MORE about Hearthstone: https://www.battle.net/hearthstone/ SUBSCRIBE to follow Hearthstone: http://blizz.ly/Subscribe Hearthstone is Blizzard Entertainment’s highly acclaimed digital strategy card game that’s easy to learn and massively fun. Start a free game and play your cards to sling spells, summon creatures, and command the heroes of Warcraft in duels of epic strategy.

Kyle Bunk McCree Pixel Art

Kyle Bunk McCree Pixel Art

more fun from Kyle













Round 1… Fight!


AnimatorSteve - Stephen Vyas - Breakdown of Fight Animation


Animating a fight with multiple characters is tough.

For every contact, the silhouette needs to be extra readable with a clear line of action.
I think this fight is a good example if you want to animate one!

Stephen Vyas drew over some of the contact poses to show the importance of line of action and silhouette.

Clip to study from: Fight VII animated by Stephen Vyas


Clip to study from: Fight VII animated by Stephen Vyas

Animating a fight with multiple characters is tough. For every contact, the silhouette needs to be extra readable with a clear line of action.
I think this fight is a good example if you want to animate one!

I've drawn over some of the contact poses, enjoy :)

Clip to study from: Fight VII animated by Stephen Vyas


Posted by Frame by Frame on Monday, October 16, 2017

Cuphead's Animation Process and Philosophy


In this 2017 GDC bootcamp, Studio MDHR's Jake Clark explains his design and animation processes for the game Cuphead, and shares practical ideas and tips for 2D animation. 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 weekday. 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. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelope... Visit our site: http://ubm.io/2ctNvqZ

Overwatch Portraits


Direction/Design/Animation: Chris Guyot
Additional Sound Design: John Poon

From Chris: This piece is a homage to a game that I love. It’s also an exercise in expressing character personality within a strict set of constraints. My goal was to keep the design as simple as possible, while still communicating the unique qualities of the various characters. Additionally, I wanted to limit myself to just using the characters’ heads in the portraits. No guns allowed!...Minus the exception of DVa’s suit...and Bastion’s gun is technically apart of his body.


The Last Bastion


WildStar Free-to-Play Launch Cinematic


Zed: Death Mark | League Animation Workshop


From Riot Animation Workshop:

Riot has a history of technical experiments and character studies that usually aren’t slated for release as standalone pieces. Instead, creations of this kind tend to be absorbed in the development process, rolled up into the colorful katamari of a more ambitious final product.

Among these creations are a slew of short animations we’ve gathered together and called the League Animation Workshop—a collection straight from the workstations of Riot animators, exploring familiar champions in vastly different styles, techniques, settings, and moods.

Some of what you’ll see is standard “fight porn”like a ninja slicing and dicing a squad of Noxians. Other animations hint at a world outside the frame, or give an impression of what champions are like when they’re not busy bashing one another on the Rift. All represent the craft and care that gives the champions of League of Legends a life beyond the game.

We hope you enjoy this look into our workshop.

Everything - David O'Reilly

Everything is a consciousness simulator and open universe exploration game by David OReilly.
Everything is a game in which everything you see is a playable character. The game allows you to be anything you want and experience the same world through the thousands of points of view.


© David OReilly
Original music © Ben Lukas Boysen

Award-winning Irish animator David OReilly, best known for his short films Please Say Something and The External World, as well as his holographic game designs for director Spike Jonze’s Her, has teamed up with Double Fine Presents on a new video game, Everything.

Everything is set to launch on the Sony PlayStation Store on March 21.

Jason Shum Take Down - iAnimate

Interested in jumping in to the exciting game industry. Check out this take down from game animation instructor Jason Shum and join his class for our Spring term: http://www.ianimate.net/workshops/games.html

Posted by iAnimate.net on Wednesday, March 8, 2017

Check out his collection of tutorials at Gumroad

Adam Demo Executable Unity Assets Released


More here...

Adam executable download (size: 3 GB; Windows DX11 only)

It is expected to run 30 fps v-synced @ 1440p on a GeForce GTX 980 and Intel Core i7.

Adam Character Pack: Adam, Guard, and Lu – download  (size: 876.5 MB)

This package contains re-rigged versions of Adam, Guard and Lu.

For the original film we used per-character generic rigs with a lot of prebaked animation onto bones. However, for this release we decided that the characters would be more useful to you, if we rework them with the more flexible humanoid rig – so we did. We removed the additional rigs which were functional only outside of Unity, and made a small rigging tool which tries to replicate some of Adam’s shoulders functionality.

Adam Character Pack: Sebastian – download (size: 483 MB; Windows only)

This character was not reworked: we are shipping it exactly as it was used in the Adam demo. He has a complex rig and will be more difficult to reuse without doing quite a bit of additional work on your own. However, this pack is revealing for those of you who wanted to see exactly how we set it up.

Adam Interior Environment Pack – download (640 MB, DX11 only)

The Interior Pack gives insight into how we put together this environment. You would not want to use this approach in most game dev scenarios, but it is applicable to the production of cinematics, cutscenes, trailers.

VolumetricLighting – download (DX11 only)

We are shipping this isolated version as a more practical way to help those of you who would like to use the demo’s custom lighting and volumetrics in your own projects.

Adam Exterior Environment Pack – download (size: 2.7 GB; DX11 only)

Our main focus while building this environment was on the actual camera locations shown in the main demo.

More about Adam

The Unity Demo Team built Adam with beta versions of Unity 5.4 and our upcoming cinematic sequencer tool. To learn more about how we developed this demo, check out Adam’s web page for other blog posts, articles, and videos.

You may also want to check out the releases from our 2015 demo “The Blacksmith” (exterior, interior, characters, atmospheric scattering, hair shader, unique character shadows, wrinkle maps). We are not diligent in keeping them up to date, but we see many of you still find them useful. You can find more Unity demos in the Demos page.

Dawn of War III – Announcement Trailer

Glasgow-based CG animation studio collaborates with Canadian game developer Relic Entertainment to create a trailer for the launch of ‘Warhammer 40,000: Dawn of War III.’

The style is heavily influenced by the works of the Polish surrealist painter Zdzisław Beksiński. Large areas of hazy smoke mixed with sections of the highly, detailed structure. In terms of composing the shots, Axis avoided big sweeping camera moves and often opted for flat layouts that signify static paintings.

Disney Shutting Infinity Game Unit, Cutting 300 Jobs

Disney said Tuesday it is shutting down its Disney Infinity line of video games, saying the changing market is too risky.

The company booked a $147 million charge, mostly for unsold inventory. It also laid off about 300 employees, most of them based in Salt Lake City at Avalanche Software, a game studio Disney bought in 2005.

CEO Bob Iger told analysts the risks "caught up with us." Although the unit did well — bringing its interactive division into profitability in recent years — Disney determined it was better to manage the risks by licensing characters rather than developing video games from scratch, he said.

read more at ABC News...

Other video game companies are extending a helping hand to the hundreds of people that Disney is laying off.

Insomiac Games, for example, posted this message on Twitter:

Finding Your Character

A student sent me this and it is a fantastic source of information for posing and understanding personality and character.  Every writer, designer and animator should watch this entire video.

Some Rules Dan Offers: What Makes a Good Pose?

1 – A good pose is clear and instantly readable.

  • Good silhouette
  • Clarity

2 – A good pose demonstrates proper physicality.

  • Body Mechanics
  • Weight

3 – A good pose is visually interesting.

  • Appeal
  • Line of Action
  • Asymmetry
  • Negative Space
  • Contrast

4 – A good pose conveys character.

  • Avoid cliches
  • Personality
  • The Mind is the Pilot






The USC Games Bridge Program can help student teams make successful transitions to the real world of game development

News - USC: Turning Student Projects into Full-fledged Companies

The USC Games Bridge Program can help student teams make successful transitions to the real world of game development.

A new program at USC is taking student video games to the corporate level.

"USC devotes its resources to supporting this new generation of the best and brightest game creators.  ~Gordon Bellamy"

The USC Games Bridge Program, which began this summer, was created to turn student games into companies primed for venture capitalist investment or acquisition. Its innovative approach and elite mentorship program is changing how potential employers recruit and how new games will be developed.

Three teams of Bridge students are receiving legal mentorship to structure their company; business mentorship by venture capitalists, executives and publishers; and insights from games industry leaders. They’ll be working throughout the summer to develop games and perfect their pitch to future venture capitalists to invest in or acquire their company.

“Over the years we’ve seen a lot of great teams graduate from USC and start successful game companies,” said USC Games Director Tracy Fullerton.”Thatgamecompany, The Odd Gentlemen, Survios and Giant Sparrow are just few of these companies that have gone on to release critically acclaimed commercial games. The Bridge has been set up as a formal way of helping our student teams make successful transitions to the real world of game development.”

...read more here

Queue The Cowboy

Beyond Fantastic - this made my day!

and it's a game too!  What?
This film is dedicated to the launch of Ready Steady Play.

Google Play

Video Game Layoff Stories

I like to keep this blog positive. But the long thought stable landscape of gaming which has stayed the most secure sector of creating animation til now... has been hit more and more by restructuring and layoffs and we need to talk about it. 

Doom - Did You Know Gaming?

 Comprehensive look at the history of Doom
with a pixelated image of Bill Gates in a trenchcoat, carrying a shotgun

Monument Valley

Anyone who knows me, understand I do not play video games of any kind.  There are a few reasons for this.
1 - I can't.  I do not have the motor skills.  I cannot even use a wacom stylus. I can use a cintiq, which involves me working directly on the surface... but any kind of trying to look ta a screen and click stuff other than a mouse and I fall apart.
2 - I find the content in video games either insulting, dumb or pointless. It just doesn't interest me.
3 - Finally, most games are unappealing and ugly aesthetically to me.

Gorgeous art, interesting puzzle style flow, unique changes of perspective and gravity force the game forward.  All artists should love the geometric nature and style of this game and appreciate the time and passion taken to make it so.

Eve Incursion

I dont play video games
but the concept of this looks interesting...
turn down speakers, music is annoying

Pagani vs Lamborghini: Need for Speed Hot Pursuit

It made me want to play the game...
and I am not even a gamer.
(I just press all the buttons until something happens)


This game reminds me of my Oddworld days.
The art is so kewl!

DD in Florida

Digital Domain's new Florida digital production studio is planning to carve out niches in videogames, animation and even military simulation graphics.

The Port St. Lucie studio will bear the Digital Domain name and, for now, movie f/x will be done primarily at the Los Angeles and Vancouver outposts.

In addition to $50 million in new investment from DD parent company Wyndcrest Holdings, the studio is getting a $10 million cash grant from local developers, administered by the city of Port St. Lucie; a 15-acre land grant from a local developer, valued at $10 million; and a $20 million grant from the state of Florida's Office of Tourism, Trade and Economic Development.

Move follows DD's recent announcement that it will expand to Vancouver (Daily Variety, Oct. 6).

read more here...