Animation Compression: GDC 2017 Presentation

In early 2016 I had the opportunity to write a novel animation compression algorithm for Eidos Montreal as part of the game engine previously used by Rise of the Tomb Raider (2015). Later in February 2017, I had the pleasure to present it at the Game Developers Conference (GDC).

The slides for the presentation can be found here and a blog post detailing the technique can be found here.

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