I recently had the opportunity to present “The Path of Animation: From Cinema to Video Games” at Voxel School, where I shared my personal journey transitioning from the film industry to the world of video games. In this talk, I explored not only my experiences but also the key differences and similarities between animating for film and games.

One of the major topics I covered was the difference in pipeline and workflow between the two industries. In cinema, production tends to be more linear, with departments working in sequence, focusing on specific tasks at different stages of the project. In contrast, the game industry thrives on a more collaborative, iterative approach, with departments working closely together throughout the entire process. The animation team, for example, interacts frequently with game designers, programmers, and artists to ensure the animations fit seamlessly into the game’s interactive world.

In terms of animation for games, I highlighted several key points to keep in mind, such as reactivity, fluidity between animations, and the importance of anticipation to make movements feel natural. I also discussed specific concepts like root motion and how animations must be integrated into the game engine for smooth gameplay. Ensuring seamless loops and transitions is crucial in maintaining immersion for players, as their interaction with the game can trigger different actions and events in real-time.

It was an enriching experience to connect with the students at Voxel School, and I hope my talk gave them valuable insights into the evolving role of animation across industries and the unique challenges that come with animating for games.