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|Session Name:||Animating an Agent of Mayhem|
|Track / Format:||Visual Arts|
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|Overview:||To tackle the unique challenge of animating 12 playable characters in an open world game, the animation team on \'Agents of Mayhem\' had to embrace thinking in systems not individual assets. This approach lead to universal character charts, full body procedural transitions, a reactive mood facial system, embracing outsourcing and how best to leverage style. This talk will go in depth on every aspect of the animation process, from art, tech and design, to show our approach on how to create and animate an appealing character in a more holistic manner.|