Friday, August 26, 2016

Animation In Game

Games are meant to be interactive. When you play a game, you’ll have complete control of the character and the camera. You’re the one driving the story forward and making the character move. So not only does the animation need to look good, it needs to look good from every possible angle.

For instance, if the game is third person, and the player rotates the camera around they’ll see the walk or run cycle from a completely new angle. This new angle can revealing things like knee pops that may not have been visible in the normal camera view. These are things that a game animator needs to take into account to ensure their animation holds up to whatever the player may throw at it.

Unlike animation in a movie where the animator doesn’t need to worry about how it will look from a side view or from behind, creating animations for games need to look good from any angle. For instance, when implementing the principle of arcs into an animation, the animator needs to ensure the character is following nice smooth arcing motions from any camera angle.

As a game animator you’ll be exposed to many more types of animations than what is typically found in a movie like Pixar orDreamWorks produces. You may find yourself creating animations for fantasy creatures, giants, combat maneuvers, scripted events, etc. And you’ll do many different types of cycles, not just walk and run cycles.

For instance, most games will need to have a breathing cycle, an idle stance cycle (when the character is standing still) crouching and walking, walking forward while aiming a gun, laying down and crawling forward, the list goes on. You can get an idea of what these look like in the Bringing the Hero to Life for the Indie Game Development Pipeline article.

Most games are driven by body mechanics, so you’ll need to spend a lot of time perfecting your body mechanics to be successful in games. That’s not to say you won’t be animating any acting scenes, but if you look back at the last video game you played, you’ll probably see just how body mechanics heavy it is.

The timing for animations in games is often determined by the needs of the player inputs. Nothing is more frustrating than getting caught in a gun fight in Call of Duty and suddenly having to reload, typically resulting in your death. But those reload animations have be timed perfectly to enhance the gameplay. For instance, you want a reload animation to be fast enough so the player can get back to the action, but also slow enough to be realistic, and add a challenge for the player.

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