Wednesday, September 9, 2015

Gameplay Animation & You! Part 2 of 3: Designer

What!?! Internet, why are you back here? I didn't think I'd ever see you again!

That's weird because you keep telling me to come back. 


Oh right, because I have MORE to tell you. Follow meeeeee!


What? Where? 


Oh! Well, nowhere actually. Just stay here so I can tell you about the second element that comprises a gameplay animator.


I remember, it's desig....


Designer! Ha! Beat you to it.


Indeed. Go on.

Animation IS player feedback. Along with audio and FX animation drives the core of what connects a player to the reality of a game. That connection needs to be handled carefully and deliberately. Hence, gameplay animators are designers and should acknowledge, accept and embrace that role! Gameplay animators must coordinate with with other disciplines to determine the needs of the game and how best to fulfill them. I like to break down those needs by asking a few questions. Some simple, some not.


WHY is this happening?

Any need should have a clear and explainable reason for why it exists. The why is your purpose, cause or belief. This ‘Why’ drives everything; an animation, a feature, a game, a company. Powerful right? Now we can dig into the nitty gritty of achieving our why.


What’s happening?
  • Reloading a weapon
    • Performing a melee
    • Jumping in low gravity
    • Dying from an explosion
    How does it happen?
    • How should the action make you feel and what does it say about the person/creature/thing doing it?
      • Graceful?
      • Menacing?
      • Clumsy?
      How fast does it happen?
      • Is it responsive?
      • Is it sluggish?

        That section could have used more fart jokes, but I liked it anyway.

        Good! All I want is for you to be happy. See you next time internet. Double Huzzah!



        FIN




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        Hey Internet! Please do your best impression of a reasonable, kind and compassionate person. Thanks for commenting!