Michael Jungbluth's Blog
Mike Jungbluth is a senior animator at Volition. Past games include Elder Scrolls Online, Shadow of Mordor, Call of Duty: Black Ops, Singularity, and Wolfenstein. He is also the organizer of the GDC Animation Bootcamp. In his free time he co-hosts the ReAnimators Podcast, and dabbles in comics, having worked on the anthologies Cereal and Pajamas, and Attack of the Monstrology. He also enjoys the twitter
Announcing the speakers and schedule of the 2015 GDC Animation Bootcamp!
Listen to the 2014 Animation Bootcamp Presenters discuss their upcoming presentations
Bringing together a group of experienced and specialized animators, across AAA and Indie, the Bootcamp will be a daylong gathering to rally animators from all over the industry, with a focus on deeper discussions into the needs of game animation.
Last year GDC introduced the Animation Bootcamp to overwhelming success, and this year we are proposing to make it even bigger. And we want your help.
Applying the animation principle of appeal to game design.
Applying the animation principle of solid drawing to game design.
Michael Jungbluth's Comments
[News - 04/04/2013 - 04:04]
More focus and attention to ...
More focus and attention to animation in games is definitely necessary in crafting stronger characters and experiences in games. I look forward to seeing how his animation training influences his design decisions. r n r nI also appreciate the honest words about animators needing to specifically grow their traditional skills ...
[Blog - 05/27/2012 - 08:14]
Motion is only half of ...
Motion is only half of animation 's job. Emotion is the other half. And while procedural and tech can be programmed to make the motion, adding in emotion can 't be programmed. The other fallback to these dynamic systems is that while visually precise, they can 't be gameplay precise. ...
[News - 05/07/2012 - 04:00]
The medical theme certainly helps ...
The medical theme certainly helps to embrace the difficulty in this game. Failure in the realm of surgery has about as harsh an outcome as you can have in life, and to not mirror those to some degree when the rest of the game is mirroring so many other details, ...
[News - 11/25/2011 - 04:25]
Centralized hubs are becoming the ...
Centralized hubs are becoming the reality more and more, and it is the most common answer devs have for this problem. Which is fine for a large part of the developer population, since city living seems to go hand in hand with game developer personalities. But for those of us ...
[Blog - 12/27/2010 - 02:11]
Yep, tho they are actually ...
Yep, tho they are actually first found in The Illusion of Life, as written by Frank Thomas and Ollie Johnston. The animation principles are what animators live and die by, and as such they are perfect tools for animators to use when contemplating game design.
[News - 07/28/2011 - 07:39]