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Maximizing Animation and Cinematic Content Workflows for 'Just Cause 4'
When planning out the needs for animation workflows during the production of 'Just Cause 4', it was necessary to rethink and revamp existing in-house animation workflows and the tools behind it all. This included building further on the groundwork of the pipeline created during development of 'Just Cause 3' for the gameplay animation team as well as building an entirely new pipeline for cutscenes in order to support a stronger push on our cinematic structure. The result was a more robust set of animation content workflows and improved tools that increased efficiency, speed, and quality. This talk will present the process of how the technical animation team went about executing some of the wants and needs of the animation and cinematics teams on JC4 that led to a much improved pipeline.
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