Archive for the ‘Animation’ Category

The Theory of Game Tools

Wednesday, August 12th, 2009

The purpose of most game tools is to streamline process of content creation. They should enable the artists to easily get assets straight into the game, thereby reducing the work load of the programmer. That’s the theory anyway.

Right back when we were building Balls Unleashed and Throng, I started making the Character Editor 2D with this theory in mind. The idea was to have an animation tool that could handle a hierarchy of Quads that could move independantly  (eg head and arms attached to a body) and do sprite sheet style animation on each Quad at the same time. My vision was to be able to have a single “Anim” that incorporated both. It turned out to be quite ambitious but I think I got most of the way there.

Yellow guy in the character editor

Yellow guy in the character editor

Where the wonderful theory broke down was in the final 10%. I’m still not satisfied to offload it on the art guys. It always seemed like there was something much more important to do than iron out the niggling issues, and whilst those issues persist, it’s just more efficient for me to work around them and implement the character rigs and animations into the game.

Overall, the Character Editor 2D has been a success. Two weeks before DPB deadline, the character you see above was literally a square. I was able to take the sprite sheets and mock up images from Scott and build it into the Square Off character in a couple of evenings. Most of the dynamic movement (including gun, arm, body and eye rotations) are controlled in code because it’s smoother and more dynamic that way. However, the tool allowed me to visually set their relative positions, pivot points and sprite animations. I also use it to define the physics, which in this case is simply a box.

Level Editor

Thursday, May 28th, 2009
Throng Level Editor

Throng Level Editor

Well it’s actually the Character Animation editor, but it will soon be the Animation-and-Level editor. Lets just call it ThrongEdit for now. Oh yeah, welcome aboard Adam.

New Kid on the Block

Thursday, May 28th, 2009

Hi all, Aranda and Scott were kind enough to let me help out on their cool XNA game! Just wanted to introduce myself as part of the team on the blog. Ill be mainly helping out with the environment assets, and anything else Scott doesnt want to do :) . Have a few props and another character done for the game, thought Id share.

Bombs and a Pile-o-Cash, what more do you need?

Bombs and a Pile-o-Cash, what more do you need?

It’s Time to Get Animated!

Thursday, April 30th, 2009

anim

The Animator's Survival Kit

The Animator's Survival Kit

Just about to start animating a run cycle for this little guy above. I’ve recently been re-reading a book called The Animator’s Survival Kit by Richard Williams, and it’s proven to be invaluable.

I will be animating his legs in the traditional hand drawn approach, with the rest of his body in a cut-out style. The helmet and backpack should make for some good looking secondary animation, giving a bouncy cartoon look and feel to it.

Unfortunately, I wont be animating the gun, as this is controlled by the player. It wont look too bad, it just means the character will be running with really steady hands. If I were up against a throng of the undead, I’d want him on my side!