Wednesday, July 16, 2008

golden axe..first look



at last..something of a trailer for the game that's rudely kept me away from the blog. It's the last 2 weeks of animation, so this will be continuing to occupy my time for a while.

So my part of this trailer involved the animation of Tyris, the main character. Animating the main character in the game is complicated. It involves a lot of problem solving and working with systems and their limitations. Additionally it involves using your brain and figuring out how to make your animations work with procedural systems, like an analog movement system where the run, walk, and sprint all have to work with each other.

Tuesday, July 15, 2008

keith lango tutorial


A must read on the importance of spacing


I just stumbled across the blog for Team Fortress 2. It's not animation related, but focussed more on game design elements and how they game is evolving. It's pretty interesting reading about the decisionmaking process and how they strive to keep this game carefully balanced.

Saturday, July 12, 2008

summertime

Sorry I haven't been great at maintaining this blog over the summer - working at a game company, the last few months are always hellish, as we all want to put everything we can into it. Unlike doing film or cutscene animation, gameplay animation is viewed through a very fine lens.

Any pops or irregularities in a cycle are going to seen for about 20-40 hours by the player. 40 hours - that's like 25 animated features, so needless to say we pore over every detail, time permitting, as the asset list is huge. I've spent the last week hand animating hair and cloth on the main character and it made me really realize the importance of polish and taking your animations as far as possible. In doing the hair and cloth, I went back and readjusting weight shifts, and the small things that really make a character come alive.

So for those of you former students working on your reels, go back to your reel work you haven't touched in a while and give it another pass...