We developed a full animation system replacement for an 'off the shelf' videogame engine, for a game that had the specific requirement of displaying hundreds of thousands of characters on screen on low end mobile devices.
Following requirements based engineering, tools and pipeline were first authored in order to produce animation data that can be optimally consumed on the target hardware. Subsequently a animation runtime was developed that transformed the existing animation graph into a representation that could be executed in optimal time while still preserving the full intentions of the animation team
Ask us about custom animation engineering solutions
コメント