Half-Life 2

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Sophia Books
  Acting in Interactive Environments
Creating Characters & Scenes for Half-Life® 2
Wednesday, April 26 2006 — 7:30 PM


Today's powerful new game engines present unprecedented opportunities for story telling and creating unforgettable experiences, yet authoring for these platforms requires different thinking and tools than animators have used in film and television. For Half-Life® 2, Valve had to invent new character presentation systems, animation and scene creation tools, as well coming up with a completely new approach to scene design and story integration in a game environment.

Valve's Bill Fletcher and Bill Van Buren will discuss some of the challenges faced, as well as giving an in-depth look at the processes, systems and tools used to create the characters and dramatic scenes of Half-Life® 2.

For more information, visit:
www.valvesoftware.com
www.half-life2.com


BIOS

Bill Fletcher

Bill Fletcher has been animating for film and games for over 18 years. His credits include Half-Life® 2 and the films The Mask, Casper, Hercules, and Dinosaur.



Bill Van Buren

Bill Van Buren has over 20 years experience in CG, animation and interactive design. His credits include Half-Life®, Half-Life® 2, and interactive music titles Sting: All This Time and Peter Gabriel's EVE.




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