Having backed the Kickstarter earlier in the year, I'm enjoying seeing the recommendations from Ludocene.
www.ludocene.com/expert-124/J...
@jimjagger.bsky.social
VP of Animation at Rockstar Games Previously: Sony, Ubisoft, BioWare, Neversoft, Infogrames/Ocean Views are my own
Having backed the Kickstarter earlier in the year, I'm enjoying seeing the recommendations from Ludocene.
www.ludocene.com/expert-124/J...
We still have a couple of positions open in Edinburgh and would love to hear from technically orientated gameplay animators.
02.06.2025 16:04 β π 7 π 3 π¬ 1 π 015 years later, I still get shivers when I hear 'Far Away'.
www.rockstargames.com/videos/1o155...
Bienvenido a MΓ©xico, John Marston
In addition to Video Games and Animation, one of my other passions is running.
www.strava.com/clubs/GameDe...
Game Dev Runners is a global community of like-minded video game developers, designed to encourage and support a healthy lifestyle.
To accompany the trailer, we've also released a new website, bursting with background info.
www.rockstargames.com/VI
We're delighted to share our latest trailer
youtu.be/VQRLujxTm3c?...
Thanks Mike. I really enjoyed reading that. Very relatable.
20.04.2025 16:35 β π 3 π 0 π¬ 0 π 0Yup! Found on the console. Thanks
17.04.2025 18:57 β π 1 π 0 π¬ 0 π 0Unfortunately, it's not showing on the UK Nintendo page yet. F5, F5, F5...
17.04.2025 16:39 β π 1 π 0 π¬ 1 π 0Do you have over five years' experience working in the games industry?
In support of the BAFTA Games Awards on Tuesday 8 April, we are extending the deadline for games professionals to apply for a BAFTA membership this year.
Head to our website to learn more π
www.bafta.org/membership
Itβs crazy to think that weβve not seen Sam Fisher since Blacklist in 2013. Letβs hope the rumours of a new game are true!
21.03.2025 07:29 β π 12 π 0 π¬ 1 π 0Most games had custom engines in the early 2000s. There was very little sharing of tech. Chaos Theory used Unreal, Prince of Persia used Jade, and Far Cry used the CryEngine. The only commonality, at least from an anim perspective, was the authoring package. Everyone used 3dsmax and CharacterStudio.
21.03.2025 07:29 β π 22 π 1 π¬ 2 π 1Looking back, Ubisoft was a powerhouse in the early 2000s - Prince of Persia, Far Cry, Splinter Cell, Rainbow Six, Assassinβs Creed... These were young franchises with bright, exciting futures. From the fluidity of the Prince to the precision of Sam Fisher, they all offered unique style and gameplay
21.03.2025 07:29 β π 13 π 0 π¬ 1 π 0I was one of those folks. Stealth kills, wall jumps, and ledge grapples were the highlights. This was the first time I worked with an Animation Director. I may have been proficient with software, but Gilles Monteil became a huge influence on performance.
21.03.2025 07:29 β π 18 π 0 π¬ 1 π 0If I recall correctly, we had about 15 animators on the Game team. Cinematics were created by a separate narrative team, and Multiplayer was developed in Annecy. Of the 15 game animators, about 4-5 worked on the player mechanics.
21.03.2025 07:29 β π 11 π 0 π¬ 1 π 0To commemorate the 20th anniversary of Splinter Cell: Chaos Theory, I thought I would share my experience working on the game.
21.03.2025 07:29 β π 61 π 15 π¬ 2 π 0Thanks for sharing. It's great to reconnect with folks from 'the other site'
14.03.2025 04:24 β π 0 π 0 π¬ 0 π 0This list is great! I'm not indie, but I am Brisbane based.
14.03.2025 04:22 β π 2 π 0 π¬ 1 π 0Just stumbled on this. Thanks for sharing
14.03.2025 04:19 β π 1 π 0 π¬ 1 π 0We have a rare and exciting opportunity for a Senior Gameplay Animator at Rockstar North. Please get in touch with any questions.
www.rockstargames.com/careers/open...
Very pleased to hear that Jay!
08.03.2025 04:32 β π 2 π 0 π¬ 0 π 0We have a rare and exciting opportunity for a Senior Gameplay Animator at Rockstar North. Please get in touch with any questions.
www.rockstargames.com/careers/open...
Unfortunately, the data was useless. We hand keyed everything in the end. Still, it was good publicity
06.03.2025 20:06 β π 19 π 0 π¬ 2 π 0I had no idea what a cultural impact this game was going to have. We just genuinely had a blast making something we loved to play. It's humbling to hear how it is still revered.
05.03.2025 17:27 β π 1 π 0 π¬ 0 π 0Ha! I wish I still had my old business card. I'll be sure to share it, if I ever dig one out.
05.03.2025 17:25 β π 1 π 0 π¬ 0 π 0100% It was hard work, but we were small enough to form strong relationships with just about everyone. We shared a common goal, and it was never too far away!
05.03.2025 17:24 β π 1 π 0 π¬ 0 π 0Yes and no. Because time was against us, we HAD to make it work. We started with a solid idea, made it quick, and then polished as much as time allowed. There was never an option to start again. We were a small team, so we played within our strengths and weaknesses.
05.03.2025 17:22 β π 1 π 0 π¬ 1 π 0Chaos Theory was fun to work on. It's interesting to note that the most successful games that I have been involved with all allowed for rapid iteration (export/reload). We all play-tested the hell out of the games too!
05.03.2025 17:19 β π 3 π 0 π¬ 0 π 0I genuinely can't wait to play the remastered version of THPS 3 + 4 and relive some of those incredible memories.
04.03.2025 19:26 β π 10 π 0 π¬ 0 π 0