🎉🎮 Happy New Year from all of us at SEED and Electronic Arts! 🎮 🎉
New Year, New Opportunity. 🎇 Time to make play happen in 2025. 👉 https://x.ea.com/ea/2025 #MakePlayHappen #HappyNewYear
SEED is a cross-disciplinary R&D team within Electronic Arts. Our mission is to explore, build, and help define the future of interactive entertainment. SEED’s research targets meaningful areas of applied innovation that can be expressed directly in new player experiences, future connected services, and advanced development techniques. Our research horizon looks 2–4 years ahead and beyond. Our projects target specific game needs but with an eye towards solutions that can benefit all games. SEED also exists to educate, share, and be a great partner. We collaborate with game teams and industry partners, and we publish and present our research within our industry and to the public.
External link for SEED (Electronic Arts)
🎉🎮 Happy New Year from all of us at SEED and Electronic Arts! 🎮 🎉
New Year, New Opportunity. 🎇 Time to make play happen in 2025. 👉 https://x.ea.com/ea/2025 #MakePlayHappen #HappyNewYear
A difficult problem to solve when scanning performers’ faces is to eliminate the involuntary tilt and rotation of the performer’s skull so that all the scans of their different facial expressions line up perfectly. Check out SEED’s new paper and video presentation “A Theory of Stabilization by Skull Carving” by Mathieu Lamarre, Patrick Anderson, and Etienne Danvoye for a new approach to dealing with the challenge of distinguishing rigid skull motions from facial expressions. https://lnkd.in/gEguRd3g The paper is being presented this week at SIGGRAPH Asia 2024 in Tokyo by Mathieu Lamarre. This paper leverages recent advances in neural signed distance fields and differentiable isosurface meshing. The new approach, called “skull carving,” computes skull stabilization transformations directly on unstructured triangle meshes or point clouds. Our skull carving algorithm can accurately stabilize complex expressions for diverse groups of people, outperforming existing methods. #gamedev #WeAreEA #siggraphasia2024
Announcing Colin Barré-Brisebois as General Manager of SEED.
I’m happy to share that I’m starting a new position as General Manager at SEED (Electronic Arts).
SEED (Electronic Arts) reposted this
SEED is always reaching out to students fascinated by game technology. Last week, about 50 computer science students from KTH Royal Institute of Technology in Stockholm visited the DICE offices for presentations that provided them concrete insights and examples into working life in the game industry. Included in the presentations were talks about SEED’s technology from Mónica Villanueva Aylagas, Alessandro Sestini, and Konrad Tollmar. Also presenting for DICE were Mikael Uddholm, Emelie Fuller, and Björn Hedberg during the Q&A. #gamedev #WeAreEA
SEED is always reaching out to students fascinated by game technology. Last week, about 50 computer science students from KTH Royal Institute of Technology in Stockholm visited the DICE offices for presentations that provided them concrete insights and examples into working life in the game industry. Included in the presentations were talks about SEED’s technology from Mónica Villanueva Aylagas, Alessandro Sestini, and Konrad Tollmar. Also presenting for DICE were Mikael Uddholm, Emelie Fuller, and Björn Hedberg during the Q&A. #gamedev #WeAreEA
How will generative AI be used in game development? With new creative tools, development of in-game ML models, and more sophisticated game testing. EA’s own Jeff S. sat down for an in-depth fireside chat on generative AI in gaming at the Devcom Developer Conference in Colonge, Germany. Jeff discusses automating complex tasks such as content generation and asset creation, enhancing creative processes through advanced AI-driven design tools, and delivering personalized, dynamic gameplay experiences. Check out the full fireside chat: https://lnkd.in/gMXZ48-B #gamedev #WeAreEA
SEED’s research was on fine display this past week at the first-ever AI and Games Conference in London, England. Held at Goldsmiths, University of London on Nov 8, the conference brought developers and academics together to discuss AI in games. Mónica Villanueva Aylagas presented “Avalon: Can we Improve the Validation of Match-3 Games Level Generation?” Alessandro Sestini and Luca Ballore (from DICE) presented “AgentMerge: Enhancing Battlefield Automated Issue Management with LLMs” Conference site: https://lnkd.in/eXp8uyNi Congrats to everyone on a great showing! #gamedev #WeAreEA
SEED is delighted to be sponsor of this week’s International Conference on Multimodal Interaction (ICMI). The team has a great presence, with Taras Kucherenko, PhD 🇺🇦 co-charing the fifth GENEA Workshop on nonverbal-behavior generation and evaluation. The workshop raises new topics on benchmarking co-speech gesture generation, evaluation in VR, and handling unseen voices and noisy environments. To learn more about the GENEA workshop, check out the link below. And if you want to meet and talk, reach out to Konrad Tollmar at the Electronic Arts exhibit table during the conference. https://lnkd.in/givuJgTH #WeAreEA #gamedev (Photo below, left to right: Rajmund Nagy and Taras Kucherenko.)
Congrats to our friends at BioWare on the launch of Dragon Age: The Veilguard. 🎉
Today is a big day for BioWare! We want to extend a sincere and heartfelt thank you to all of our fans who have made this moment possible with this letter from our Studio. #DragonAge
📢 Electronic Arts (EA)'s recruiting system is being upgraded from October 25 to November 12. During this period, job applications and postings will be temporarily unavailable on our website. Stay tuned; all of our previously posted exciting positions will return soon. 🚀