This is the content I miss from David Rosen. Just a deep dive into being an auteur indie game developer. A guy who could literally work as a top-billed staff member at any studio in the world, but instead does what he wants to do, and sometimes makes videos that laymen like me can understand.
Highly recommend Sebastian Lague's channel if you're not already subscribed. He makes content very much like this that delves in to complex subjects while making it easy to understand, and its extremely well made and entertaining.
David's back with a procedural animation talk! Your Overgrowth GDC was super inspiring, I never thought we'd see a sequel to it like this. Would love to see more!
Procedural animation work is easily one of the most exciting fields in games right now, every genre of game can feel more alive, dynamic and real through these techniques. As a longtime fan of Wolfire (started with Black Shades and the robot shooter prototype for Lugaru that I sadly cannot remember the name of), this is something your guys' work has really pushed over the years and I'm so excited to see what's possible in the 2020s whenever you make a new game.
As someone who has no clue about programming: everything that the Wolfireguys do programming wise looks like extremely clever workarounds for problems that plague many bigger games (from these animations to the breaking glass stuff). This is so fascinating to see and practically what I think of when somebody says "indie-games".
so this is how it goes huh.. you suddenly find yourself watching a behind the scenes on this game where you control a monkey cruising through on an endless runner, on procedural trees. I'm really losing my fucking mind.
When I was a design student over a decade ago I gave procedural animation a shot but when I realised how much work it'd be I gave up. This is pretty much what I had in my head, it's great to see it be a reality.
Fun to go back and compare the things he’s doing here to the things the things he was admiring in his Design Tour video of Aquaria a decade ago. Seeing the exponential leap in… uhh, “lifelike-ness” between that game and this one is honestly inspiring.
Your animation works since Lugaru have always been super captivating to see and almost unparalleled in terms of fluidity and feedback, yet you explain it and you make it sound like the most natural simple thing. Gibbon looks super dope!!!! Looking forward to play it ^^
I'll be honest: I'll take this over whatever Rockstar produces, because it looks the same, but the reaction time is immediate, unlike GTA where you don't really control your character. You coerce it and hope for the best. Shit, you've been outperforming several major triple A studios with your thoughtful work for YEARS! Keep it up! I love videos like these! :D
This is one of the best advertisements for a game I've seen in ages! I know it's really a talk about how procedural animation works but I'm now so much more likely to buy this game now that if I'd just seen a traditional trailer.
I rewatch David's Overgrowth GDC talk every now and then. It shaped my way of thinking about gameplay animation and animation logic early on. Thanks a lot for sharing this new amazing video! You're such an inspiration. :)
Wow, you are quite simply a genius. This was amazing to watch. I now have a way more deep appreciation for this beautiful. You definitely hit a nail on the head.
This is super interesting. I'm a programmer but in a completely different field, so a couple things went over my head. Still, this looks incredible. I added the game to my wishlist.
its pretty amazing to me how some job/occupation has such a wide variety that even people from the same field don't know what the other is talkin about, i know there are sub divisions but a to a outsider all programmers are the same.
Wow, that was interesting to listen to! I completely missed this clip - whenever I see a Wolfire clip popping up, I wonder whether it will be David speaking. He has kinda become my spirit animal when it comes to analysing and elegantly solving problems - and the sheer tenacity of doing things right.
Nice work! As someone who has made multiple attempts with similar approaches I know how tricky it is to get the various parts of this to work together, even though they might be ok in isolation, and the transition between states (running to swinging etc) is a headache. I was trying to work this kind of stuff into the Box2D physics engine which was an extra can of worms with joint constraints, deciding whether when each body should be left to the physics engine, or moved by adding forces, or overridden entirely. I came up with the same rotating 'wheel' style of foot placement which looked quite good by itself, but overall nothing even close to this beautiful thing you have crafted.
Wow. I just stumbled across this video through my reccomendations. I'm a new programer/game designer with a few years of scattered expierience in different things. I have been working on a concept with a buddy that was going to utilize physics based animations not only to cut down the workload on animation but to also function as a part of gameplay. Though I hadn't been able to find anything close to what I was thinking of doing, at least not close enough. This video not only shows your process, but shows the layers and concepts and how they work. This will be so useful for me thank you! I would love to share the concept with you if you were interested!
David you're a genius when it comes to procedural animations. Please create more videos like that and show us how you work and which techniques you use. 👌
o shit i came here not realising you were the guy behind overgrowth, i remember watching your gdc talk about the proc gen on that years ago, that's like a core memory for me lol
@@bbrother92 most people dont do real programming in unity. they just use it like software and patch together some scripts to make things work. they rarely make their own things
This is the content I miss from David Rosen. Just a deep dive into being an auteur indie game developer. A guy who could literally work as a top-billed staff member at any studio in the world, but instead does what he wants to do, and sometimes makes videos that laymen like me can understand.
Highly recommend Sebastian Lague's channel if you're not already subscribed. He makes content very much like this that delves in to complex subjects while making it easy to understand, and its extremely well made and entertaining.
Oh man, hard agree. Listening to him talk design has always been so insightful and interesting and comfy.
I love how he breaks down the ideas for the procedural animation. And he could make the idea just works in practice
Is this unity?
David's back with a procedural animation talk! Your Overgrowth GDC was super inspiring, I never thought we'd see a sequel to it like this. Would love to see more!
Procedural animation work is easily one of the most exciting fields in games right now, every genre of game can feel more alive, dynamic and real through these techniques. As a longtime fan of Wolfire (started with Black Shades and the robot shooter prototype for Lugaru that I sadly cannot remember the name of), this is something your guys' work has really pushed over the years and I'm so excited to see what's possible in the 2020s whenever you make a new game.
David only ever gives us little drops of his boundless knowledge.
This was really interesting. Takes me back to the old Overgrowth dev videos.
I missed your technical narration from so many years ago
Man it brings back memories to hear a technical talk from you again. You’re my hero
As someone who has no clue about programming: everything that the Wolfireguys do programming wise looks like extremely clever workarounds for problems that plague many bigger games (from these animations to the breaking glass stuff). This is so fascinating to see and practically what I think of when somebody says "indie-games".
so this is how it goes huh.. you suddenly find yourself watching a behind the scenes on this game where you control a monkey cruising through on an endless runner, on procedural trees. I'm really losing my fucking mind.
When I was a design student over a decade ago I gave procedural animation a shot but when I realised how much work it'd be I gave up. This is pretty much what I had in my head, it's great to see it be a reality.
I loved this the way I loved the GDC talk about Overgrowth's animation. I still think about that a lot and how I want to do something similar someday.
Fun to go back and compare the things he’s doing here to the things the things he was admiring in his Design Tour video of Aquaria a decade ago. Seeing the exponential leap in… uhh, “lifelike-ness” between that game and this one is honestly inspiring.
Believability?
Verisimilitude!
Un-uncanniness.
HAH! Nailed it.
Your animation works since Lugaru have always been super captivating to see and almost unparalleled in terms of fluidity and feedback, yet you explain it and you make it sound like the most natural simple thing. Gibbon looks super dope!!!! Looking forward to play it ^^
Watching gibbon videos as part of your job... What a dream.
I'll be honest: I'll take this over whatever Rockstar produces, because it looks the same, but the reaction time is immediate, unlike GTA where you don't really control your character. You coerce it and hope for the best.
Shit, you've been outperforming several major triple A studios with your thoughtful work for YEARS!
Keep it up! I love videos like these! :D
This is one of the best advertisements for a game I've seen in ages! I know it's really a talk about how procedural animation works but I'm now so much more likely to buy this game now that if I'd just seen a traditional trailer.
Holy crap Dave's back!
Really cool to see more stuff from you, especially about procedural animation!
The motion looks clean. Love the attention to detail
Wow, the end result is stunning! Very interesting to see all the techniques used.
I rewatch David's Overgrowth GDC talk every now and then. It shaped my way of thinking about gameplay animation and animation logic early on. Thanks a lot for sharing this new amazing video! You're such an inspiration. :)
Oh man I love how this looks, great job on it, man!
Love this kinda content, far and away my favorite to come out of this channel!
Wow, you are quite simply a genius. This was amazing to watch. I now have a way more deep appreciation for this beautiful. You definitely hit a nail on the head.
This whole thing looks stunning. Cool rundown!
This is super interesting. I'm a programmer but in a completely different field, so a couple things went over my head.
Still, this looks incredible. I added the game to my wishlist.
its pretty amazing to me how some job/occupation has such a wide variety that even people from the same field don't know what the other is talkin about, i know there are sub divisions but a to a outsider all programmers are the same.
very nice work! I do coding for living for 24 years and I thought nothing can impress me much anymore, but this did. well done!
I just played this game and wow, the art direction, visuals and control scheme was amazing, job well done!
Wow, that was interesting to listen to!
I completely missed this clip - whenever I see a Wolfire clip popping up, I wonder whether it will be David speaking.
He has kinda become my spirit animal when it comes to analysing and elegantly solving problems - and the sheer tenacity of doing things right.
Looks so amazing! Great work on this project!
Best possible marketing video for me. Simply MUST play now.
I feel like I learned so much from this. Like a whole part of the veil that I consider game magic just fell. Great stuff.
This looks delightful. Definitely keeping an eye on the Switch release.
Nice work! As someone who has made multiple attempts with similar approaches I know how tricky it is to get the various parts of this to work together, even though they might be ok in isolation, and the transition between states (running to swinging etc) is a headache. I was trying to work this kind of stuff into the Box2D physics engine which was an extra can of worms with joint constraints, deciding whether when each body should be left to the physics engine, or moved by adding forces, or overridden entirely. I came up with the same rotating 'wheel' style of foot placement which looked quite good by itself, but overall nothing even close to this beautiful thing you have crafted.
Oh wow. I dabbled in procedural animation, but man, this was really inspirational! Thanks!
Yooo is that Dear ImGui I see? Nice work.
Very detailed explanation, thank you for sharing. All the very best, for your game, wish it all the success.
the 2014 animation talk has been a reference of mine for years and this is a great extension to it :)
This looks awesome! Thanks for sharing the full project 😍
Wow. I just stumbled across this video through my reccomendations. I'm a new programer/game designer with a few years of scattered expierience in different things. I have been working on a concept with a buddy that was going to utilize physics based animations not only to cut down the workload on animation but to also function as a part of gameplay. Though I hadn't been able to find anything close to what I was thinking of doing, at least not close enough. This video not only shows your process, but shows the layers and concepts and how they work. This will be so useful for me thank you!
I would love to share the concept with you if you were interested!
This is amazing, the gibbon looks so good!
this is incredible
There is a demo available on Steam for Next Fest
this game was incredible, and part of the good feel is liked to theses proc animations !
outstanding job! I've never had the feeling i had while playing overgrowth, im surely gonna try this one as well, it's marvellous
David you're a genius when it comes to procedural animations. Please create more videos like that and show us how you work and which techniques you use. 👌
God I miss this content. Nothing else like it on the web.
Great video filled with genius solutions to complex problems
I understood about half of that. Maybe.
I'll be back when i get some more experience, this was really fascinating.
wolfire is great at animations
Super interesting!
I wonder when this dev series will come back. It was great.
o shit i came here not realising you were the guy behind overgrowth, i remember watching your gdc talk about the proc gen on that years ago, that's like a core memory for me lol
Looks beautiful
Wow amazing, great work
Oh my God, this is game developing!!!
This is AMAZING, can't wait to play this on switch!
Switch nice!
10 years subscribed
excellent work! thank you for sharing
Crazy good! Thanks for share
awesome content! cheers from Ecuador!
David Rosen is in the top 3 for smartest game programmers of all time.
Cool and wishlisted on steam.
This is incredible 🤩
i dunno why but procedural animation makes my brain go : DOPAMİNEEEEEEEE
This is great. You should make a new game!
You need request that broken rules makes Gibbon into a vr game
Might be tricky to get a side-scroller to feel good in VR....
@@tiagotiagot it’s simple they can just put us in the perspective of a gibbon and add some gorilla tag mechanics, also the game should be free roam
@@rayyannoor129 That would be pretty much creating a whole new game...
@@tiagotiagot yes, but with mechanic taht make you feel like a true momke
Yellow died quickly
Awesome!
hey were do i can start learning about Procedural Animation
Very cool
No way! You made ELOH!
please someone what is the game at 0:22 i used to play it on wii i've been searching for ages.
The game is called "And Yet It Moves" :)
Holy magic
If I have no idea about programming, where should I start if I want to be able to do something like this one day? Any advice?
When will it be out on PC or switch
What have you studied exactly to be able to do that
Woaaaa
Holy shit.
Donkey Kong 4? Please?
may you please repost the source code, it might be damaged
Is this unity?
No it’s called programming kid
@@keptleroymg6877 so unity is not programming?
@@bbrother92 most people dont do real programming in unity. they just use it like software and patch together some scripts to make things work. they rarely make their own things
@@keptleroymg6877 so this is custom engine okay
Pls make this in androids
which has the perfect APeI
Lol
:)
Please
??
I mean why not perhaps make it cost money so you won’t have a to pay 5 pounds a month just to play this?
it would be nice to talk to the Russians about what is happening.
You should animate them leaning back and sippin a malt 40
Will u release this on Android?🥲
This is incredible.
This is incredible