"We really need animation and code to work more closely together, so we can use the code to help offload repetitive tasks from the animators." - Wolfire Games co-founder David Rosen speaking about the value of procedural animation systems during GDC 2014.
David Rosen gave a great talk earlier this year about how indie developers can use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples drawn from Rosen's experience creating indie games like Overgrowth, Receiver and Black Shades. Rosen also answers common game animation questions, like "what exactly is the difference between a playable character and a vehicle?" in the 30-minute presentation, which was given during the GDC 2014 Animation Bootcamp.
We've taken the liberty of embedding the free video of "An Indie Approach to Procedural Animation" after the jump, but you can also watch it on the GDC Vault.