Jonathan Cooper

Jonathan Cooper

@jonathan.gameanim.com

Award-winning game developer. Animated Mass Effect, Assassin's Creed, Uncharted, The Last of Us series and more. Wrote GAME ANIM: Video Game Animation Explained. Shipped Apple Vision Pro.

5.9K followers129 following1K posts

Was just contacted by a trash AI 3D model company's PR firm to create posts sharing their tools for a price, so be wary of any artists doing that in the near future.

“But nobody thinks [physical media] is necessary for a networked device like a smartphone, for example, because people feel that they will keep their content” Perfect analogy. I have a load of iOS purchases I can no longer access after delisting.

videogameschronicle.comKen Kutaragi ‘understands’ why PlayStation fans don’t want to give up physical games | VGC‘Father of PlayStation’ suggests game companies need to change sentiment around digital ownership…

Still reeling from the news and catching up with BioWare friends - perhaps because it was my first big move across the pond but we’re still a close community. Sounds like the new ME was shaping up to be something special. Dug out my old business cards from both times I worked there.

BioWare under Ray and Greg was the hands-down best place I ever worked, with a human-first approach to everything. It was where I cut my teeth in leadership and I’m forever grateful for the studio for embedding those values.

Mass Effect 2 was when the EA influence started creeping in, (not least because some execs notably disliked sci-fi and fantasy) but we mostly ignored it and went our own way to ship what I still consider my best game. Such a damn waste of a studio that went out more with a whimper than a bang.

Jonathan Cooper reposted

Attention Scottish voice actors! 🏴󠁧󠁢󠁳󠁣󠁴󠁿🎤 We’re gearing up to cast an upcoming project, which will require an (almost) all Scottish cast! So watch this space, if it’s nae bother.

Jonathan Cooper reposted

Last I'll post about this, but Elon Musk disagrees with me. This means I am onto something, and I feel more valid in my opinion than ever.

Jonathan Cooper reposted

“Uh oh our chair on the mocap stage was too short! What do we do? Remodel the sofa? Re animate the characters??” Environment artist: “I got you”

The hindsight gained when you lose your greatest human creatives…

Jonathan Cooper reposted

Hey #PortfolioDay! I'm a 3D animator with a love for animating dynamic characters and cameras. Got a new highlight reel of a handful of stuff I've worked on over the years!

If you are at Epic using generative AI to create art or animations you are a plagiarist and a thief and should never show your work (or face) in the gamedev community again.

Jason Schreier@jasonschreier.bsky.social

NEW: Epic Games has delayed its upcoming (not yet announced) Star Wars + Marvel shooter as it pivots to complete AI game development. "No more hand-written code," a director told staff. All art "generated with full AI workflows." Full scoop: www.bloomberg.com/news/article...

Jonathan Cooper reposted

The original Grand Theft Auto was open-world because "we didn't want to have to build a front end", the game's lead programmer says. Members of the original GTA team recently shared a wealth of details about the game's development: www.videogameschronicle.com/news/the-ori...

videogameschronicle.comThe original Grand Theft Auto was open-world because ‘we didn’t want to have to build a front end’, dev says | VGCA retrospective GTA panel revealed secrets about the game’s development…

Got my copy and impressed with how much beefier it is than the original. Lots of info on the new animation tech added to Unreal and more.

Jonathan Cooper@jonathan.gameanim.com

Matt's Technical Animation in Video Games has helped me a lot and this updated revision should be an essential purchase for every animator working in video games.

Jonathan Cooper reposted

Bare Knuckle II (Streets of Rage 2) in the actual streets of Tokyo, #PassthroughMod by @gwendall "I’ve been building an engine to reconstruct games and re-render them in new ways. One of them is spatial rendering. This runs standalone on Meta Quest 3 with a PS5 gamepad."

Matt's Technical Animation in Video Games has helped me a lot and this updated revision should be an essential purchase for every animator working in video games.

MattLakeTA@mattlaketa.bsky.social

Technical Animation in Video Games returns for a second edition! Included are nearly 100 new pages, major rewrites and factors to update the text for the latest software versions, plus corrections, bug fixes, and rewrites throughout to communicate more info to you!

Great experience advising some incredibly talented highschoolers, students and recent graduates this morning. Returned some optimism for the future of the games industry.

Glad to have left a mark on the Canadian gamedev scene (I worked on 3 of these).

Boo-rad Shankar@bradshankar.bsky.social

Jennifer Hale once told me Canadians need to champion ourselves more. I wholeheartedly agree. Over the past few months, I reached out to dozens of Canadian devs to learn their favourite Canadian games. Their varied responses offer a wonderful spotlight on some of the incredible talent we have here.🍁

I knew a programmer at EA in Montreal who wore one of these. She was eternally frustrated that engine programmers would call themselves engineers.

This post is unavailable.

Jonathan Cooper reposted

Devil May Cry 3 (2005) motion capture behind-the-scenes and live-action previz. Capcom were really ahead of the game in terms of stunt choreography even then.

Jonathan Cooper reposted

I stepped away from socials back in 2020. Coming back, I find a games industry that's changed a lot since I left - in good ways, and in hard ways. I'm looking forward to being part of the community again. 👋

Cowardly Corporate Fuck is perfect - well done that person.

Chris Kerr@kerrblimey.bsky.social

In addition, R* has accused some fired workers of ‘openly and vituperatively disparaging and defaming’ R* and T2. Apparently, the phrase ‘cowardly corporate fuck’ was used to describe one manager. A sequence of HR announcements were also mocked as being ‘like a shit advent calendar.’

What a combo. Never knew this existed, and funny because I literally left Scotland for Canada to make Mass Effect while most others in my then studio went on to make Crackdown. Both 9/10!