You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.


The Number One Educational Resource for the Game Industry

Session Name: Physics Meets Animation : Character Stunts in Just Cause 2
Speaker(s): John Fuller, Andreas Nilsson
Company Name(s): Avalanche Studios, Avalanche Studios
Track / Format: Visual Arts

Did you know free users get access to 30% of content from the last 2 years?

Get your team full access to the most up to date GDC content

Overview: Just Cause 2 is a game with a uniquely varied character game-play and interaction with objects. The character can skydive, dangle from a helicopter, parachute, swim, grapple and cling to cars, boats and air vehicles, all while firing a wide range of weapons. In this session, we reveal how physics, animation and IK were integrated to produce this fast-paced, responsive action.

The session will focus particularly on how physics can be used as a valuable addition to character animation, helping to reduce the burden of animation asset creation. It highlights the role physics can play in opening up novel gameplay options and in giving the user a feeling of responsiveness and immersion. It reviews the problems we faced and suggests a palatable approach to greater levels of physics adoption.

GDC 2010

John Fuller

Avalanche Studios

Andreas Nilsson

Avalanche Studios

free content

Visual Arts

Visual Arts