Image
Image

BEHIND THE SCENES OF SKULL AND BONES

3dsense Alumni: Barry Lim speaks to us about working on Skill and Bones

Alt Text

Introducing
BARRY LIM

Crystal-clear seas, treacherous waters, and epic naval battles—Skull and Bones by Ubisoft is one of the most anticipated games of the decade. At 3dsense Media School, we’re thrilled not only for the game’s release but also because several of our talented alumni contributed to its creation. Among them is Barry Lim, a Senior Technical Animator at Ubisoft, who graduated from our Visual Effects & Animation Diploma program in 2006. We caught up with Barry to uncover his role in shaping Skull and Bones and his journey from film animation to the gaming world.

Animating the High Seas

3dsense Media School (3dsense): On LinkedIn, you mentioned working on the animated sails pipeline for Skull and Bones. Can you elaborate on your role and the pipeline process?

Barry Lim (BL): Skull and Bones is a multiplayer pirate open-world game set during the Golden Age of Piracy. Ships and naval combat are at the heart of the gameplay.

When I joined Ubisoft Singapore, my team focused on creating efficient workflows for sail animations. Traditional cloth animation methods—using either engine physics or hand-keyed animation—were computationally costly. We adopted a bone-based deformation system leveraging machine learning and a process called SSDR.

Using Houdini, we generated sail simulations with Vellum and applied template animations to different sails. The data was then processed through SSDR, skinned in 3ds Max, and finalized in Motion Builder. This optimized pipeline reduced the animation process from weeks to days.

TL;DR: Houdini Vellum for simulations, 3ds Max for rigging, and Motion Builder for animations.

A Cohesive Team Culture

3dsense: What’s your favorite thing about working on Skull and Bones?

BL: The collaborative spirit within my team. We share knowledge generously and tackle challenges together, creating a supportive environment that has been a career highlight for me.

Overcoming Challenges

3dsense: What obstacles did you face in your role, and how did you overcome them?

BL: Starting as a senior animator without experience in Max, Houdini, or Motion Builder was daunting. I openly admitted my limitations and focused on my strengths in CG. My team supported me, and I quickly learned the tools. Remember: never hesitate to ask questions—even simple ones. The people who hired you believe in your abilities.

A Gamer at Heart

3dsense: What games do you enjoy, and what excites you about Skull and Bones?

BL: I enjoy solo survival and crafting games. In Skull and Bones, I’m looking forward to its social aspects, where I can team up with friends for some pirating fun—a nod to my earlier days of social gaming.

Film vs. Game Animation

3dsense: How does animation in the film industry differ from the gaming industry?

BL: The core animation principles are the same. However, game animation demands cleaner, more efficient techniques due to technical constraints, whereas film allows more flexibility to prioritize visual quality.

Advice for Aspiring Animators

BL:

  • Train your eye for detail to refine incomplete animations.
  • Always apply the 12 principles of animation.
  • Live fully—your experiences enrich your ability to mimic life through animation.

Learn from the Best at 3dsense

Our 1-Year Visual Effects & Animation Diploma teaches the foundations of 3D modeling, animation, and visual effects before letting students specialize in areas like Houdini-driven simulations, rigging, and compositing.

Explore the program and take the first step toward your creative future.

Find out more here.

Connect with Barry Lim:

LinkedIn

Showreel

BOOK A CAMPUS VISIT

Please let us know your name.
Please let us know your email address.
Which country are you currently residing in?
Please ask any questions you may have!
Invalid Input

By clicking "SUBMIT", you are agreeing to our Privacy Policy.