2nd Edition

Technical Animation in Video Games

By Matthew Lake Copyright 2027
336 Pages 289 Color & 32 B/W Illustrations
by CRC Press

336 Pages 289 Color & 32 B/W Illustrations
by CRC Press

This book provides a comprehensive overview of video game technical animation, covering the next generation pipelines that industry developers utilise to create their games. It covers the technical animation workflow from start to finish, looking at both software and hardware, as well as the industry standard processes that all technical animators need to know. Written to be an accessible... Read more

Dedication

Preface To The Second Edition

Chapter 1 - Technical Animator

Chapter 2 - Introduction to Software

Chapter 3 - Introduction to Motion Capture Technology

Chapter 4 - A Technical Understanding

Chapter 5 - Introduction To Maya

Chapter 6 - Introduction To Python

Chapter 7 - Python For Maya

Chapter 8 - Maya - Building A Skeleton

Chapter 9 - Maya - Building A Control Rig

Chapter 10 - Introduction To Unreal Engine 5

Chapter 11 - Unreal - Skeleton Setup

Chapter 12 - Unreal - The Animation Blueprint

Chapter 13 - Unreal - The Control Rig Blueprint

Chapter 14 - Unreal - Additional Character Animation

Chapter 15 - Unreal - Physics Assets

Chapter 16 - Unreal - Sequencer Cinematics

Chapter 17 - Unreal - Cloth Dynamics

Chapter 18 - Unreal - Optimisation

Chapter 19 – Evaluation

Bibliography

Index

Biography

Matthew Lake is an author, and video game developer specialising in technical animation. Matthew began his career producing short movies in the early days of YouTube, which led to a collaboration with the online entertainment network Machinima. With over a decade spent working on content creation, he discovered a love for interactive storytelling and transitioned to a career in video games development.

After earning a Bachelor of Arts degree in Computer Games Animation, Matthew went on to work as a technical animator on video games such as the multiplayer Playstation 5 launch title Destruction AllStars, as well as the single player narrative title Fort Solis in which he was the lead technical animator. He has shared his expertise through technical presentations at international conferences, such as the Game Developers Conference (GDC) and Epic Games’ UnrealFest.

Matthew is also the author of a published technical book focused on Technical Animation in Video Games, offering insights into the discipline for aspiring and professional developers alike.

Praise for the first edition:

“Of all the rigging advice I’ve seen over the years, the detailed rigging chapters in this book are so solid and it gives me joy to see a good resource in print.” – Brad Clark, co-founder of Rigging Dojo.

“This book is not only valuable for someone more junior, looking to start a career in technical animation, but anyone that works alongside or relies upon technical animation. It does a great job of breaking down, from start to finish, what is needed to establish a technical animation foundation for a game.” – Mike Jungbluth is an animation director and game developer who has been working in games since 2006.