“High Performance Animation in Gears of War 4”

  • ©David Bollo

  • ©David Bollo



Entry Number: 22


    High Performance Animation in Gears of War 4



    In this talk, we present three of the techniques that we developed to deliver high performance animation in the Gears of War 41 video game. First, we present a “warp point”-driven system for dealing with character traversal through an irregular environment. This system builds on previous motion warping work and is over twice as fast as a more traditional blend space based approach. Next, we introduce a novel approach to handling motion transitions that eliminates traditional blended transitions and replaces them with an animation post-processing step that is 60% cheaper to compute overall. Finally, we introduce a fast but effective heuristic for improving the quality of these motion transitions by automatically matching the locomotion foot phase between the transitioning animations.


    Epic Games. 2017. Unreal Engine Blend Spaces. https://docs.unrealengine.com/latest/INT/Engine/Animation/Blendspaces/index.html. (2017).Google Scholar
    Michael Gleicher. 2001. Motion Path Editing. In Proceedings of the 2001 Symposium on Interactive 3D Graphics (I3D ’01). ACM, New York, NY, USA, 195–202. Google ScholarDigital Library
    Noah Lockwood and Karan Singh. 2011. Biomechanically-Inspired Motion Path Editing. In Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA ’11). ACM, New York, NY, USA, 267–276.



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