<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Ubisoft on HW Animation Tech</title><link>https://hwanimation.tech/tags/ubisoft/</link><description>Recent content in Ubisoft on HW Animation Tech</description><generator>Hugo</generator><language>en-SE</language><lastBuildDate>Fri, 01 Sep 2023 00:00:00 +0000</lastBuildDate><atom:link href="https://hwanimation.tech/tags/ubisoft/index.xml" rel="self" type="application/rss+xml"/><item><title>The Division: Heartland</title><link>https://hwanimation.tech/projects/heartland/</link><pubDate>Fri, 01 Sep 2023 00:00:00 +0000</pubDate><guid>https://hwanimation.tech/projects/heartland/</guid><description>&lt;ul&gt;
&lt;li&gt;Company: &lt;strong&gt;Ubisoft Stockholm&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;When: &lt;strong&gt;May 2023 to September 2023&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Genres: &lt;strong&gt;Online, third-person, multiplayer, survival&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Engine: &lt;strong&gt;Snowdrop (Ubisoft internal)&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Platform: &lt;strong&gt;PC, console&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;My main focus for this project was tools and pipeline, working together with the animation and tech art teams at Ubisoft Red Storm to map out issues with their existing setup, and worked towards upgrading to the latest tools from Snowdrop while maintaining compatibility with their existing assets.&lt;/p&gt;</description></item><item><title>Ubisoft Scalar</title><link>https://hwanimation.tech/projects/scalar/</link><pubDate>Wed, 01 Mar 2023 00:00:00 +0000</pubDate><guid>https://hwanimation.tech/projects/scalar/</guid><description>&lt;ul&gt;
&lt;li&gt;Company: &lt;strong&gt;Ubisoft Stockholm&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;When: &lt;strong&gt;January 2023 to March 2023&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;What: &lt;strong&gt;Engine tech, cloud, micro-services&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="https://stockholm.ubisoft.com/scalar/"&gt;Project info&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;Worked with the Scalar content team to develop a Python micro-service for converting &lt;strong&gt;USD&lt;/strong&gt; data to/from the format of our internal animation system.&lt;/p&gt;
&lt;p&gt;I also worked on several other related systems while on another unannounced project at Ubisoft Stockholm.&lt;/p&gt;
&lt;hr&gt;</description></item><item><title>Unannounced Game (New IP)</title><link>https://hwanimation.tech/projects/unannounced-ubi-sth/</link><pubDate>Wed, 01 Sep 2021 00:00:00 +0000</pubDate><guid>https://hwanimation.tech/projects/unannounced-ubi-sth/</guid><description>&lt;ul&gt;
&lt;li&gt;Company: &lt;strong&gt;Ubisoft Stockholm&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;When: &lt;strong&gt;March 2020 to January 2023&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;What: &lt;strong&gt;Game based on new IP, using Ubisoft Scalar cloud tech&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;I started work on this project as an animator, doing various prototype animations and rigs using both &lt;strong&gt;Motionbuilder&lt;/strong&gt; and &lt;strong&gt;Maya&lt;/strong&gt;, either getting into our &lt;strong&gt;Xsens&lt;/strong&gt; motion capture suit or doing keyframe animation depending on the task.&lt;/p&gt;
&lt;p&gt;In late 2021, I officially moved over to technical animation, and started working on learning &lt;strong&gt;Python&lt;/strong&gt; and developing the animation pipeline for the project together with the technical animation director. I also continued doing rigging and character implementation work, and took part in building tools for Ubisoft Scalar.&lt;/p&gt;</description></item><item><title>Avatar: Frontiers of Pandora</title><link>https://hwanimation.tech/projects/avatar/</link><pubDate>Sun, 01 Mar 2020 00:00:00 +0000</pubDate><guid>https://hwanimation.tech/projects/avatar/</guid><description>&lt;ul&gt;
&lt;li&gt;Company: &lt;strong&gt;Ubisoft Stockholm&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;When: &lt;strong&gt;January 2019 to March 2020&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Genres: &lt;strong&gt;Action-adventure, open world, single-player, multiplayer&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Engine: &lt;strong&gt;Snowdrop (Ubisoft internal)&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;Platform: &lt;strong&gt;PC, console&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;h2 id="overview"&gt;Overview&lt;/h2&gt;
&lt;p&gt;I worked as an animator on the narrative team, where I did some cinematic work, but mainly focused on animation for the game&amp;rsquo;s dialogue system.&lt;/p&gt;
&lt;p&gt;Working with the animation lead, I helped develop the motion capture workflow and planned and directed the first shoot for the dialogue system animation.&lt;/p&gt;</description></item></channel></rss>