The venerable art of animating still images has existed in
some form or another since the 1800s. Today, however, new evolutionary
offshoots of the artform make the industry more diverse than ever. Video Games
in particular, offer a variety of opportunities and restrictions not found in
previous forms of animation.
Regardless of the platform, video games offer a cornucopia
of rich animation, be it in the Full Motion Video cut-scenes or the abundant
in-game engine animations. FMV can be either hand drawn or CG, and is generated
in much the same way one would produce content for film or video. With limited
or non-existent user input, FMV sequences are mostly employed for narrative
purposes. The in-game engine animations are the real source of the mediums' potential.
It is here that a talented artist is able to tell a story using body language
and limited graphics. "How a character walks (e.g. slouching sadly or
bouncing happily) is telling the character's story," points out Sam Yip.
Sam Yip is a senior animator at Disney Interactive. His
portfolio includes such games as "Pirates of the Caribbean Online,"
"Saints Row," and "Golden Eye: Rogue Agent." A fan of both
traditional animation and recent interactive mediums, he believes the major
distinction between games and film lies within the mediums' objectives.
"The goal of [film] animation is to serve a story/narrative, and in video
games, the animation's goal is to serve the game play, so the game player can
create his own story."
While voice over and scripted story sequences are common
place in today's games, the artist's task is to inject as much personality into
the player's avatar as possible. Yip reminds us that "Video game
animations will have a lot of body movements such as running, walking, swinging
a sword, and a lot of them will be cycled." This is where many genre
restrictions come into play. Since a player commands the character, an artist
is given the task of creating believable movements that can be transitioned to
at a moment's notice. Much of this affects how anticipation is handled.
Anticipation, in both traditional and interactive animation,
is how a character physically prepares for a movement. This is a simple process
in film and television, since the animator has the storyboard and can prepare
accordingly. In games, an animator will be asked to strike a fine balance
between instantaneous character response and believable movement.
Technological limitations further challenge this process,
such as an engine's frame-rate. "The anticipations in video game
animations could be just a few frames," reiterates Yip, "if the frame
rate is low and those few frames are skipped, then the player will not see the
anticipation at all, which lessens the impact and believability of the
animation." This can be overcome by creative planning, and the
abbreviation of movements.
Modern games use diverse animation techniques and styles,
though the majority achieve 3D through Maya and 3DS Max software. This opens up
new considerations. In traditional animation, the focus is placed on the action
within the frame, yet video games allow us to view the events from nearly any
angle, thus requiring a universal approach and wider attention to detail.
As with theatrical CG, the choice between MoCap and Keyframe
exists. Some games require a cartoony style that only time-consuming keyed
animation can reproduce, while others benefit from the tangible realism of
MoCap, though an extensive cleanup process may be necessary.
Video game animation offers a plethora of exciting opportunities
and hurtles. For those involved, this digital playground offers a rich and
rewarding experience, creating animation that connects to the audience on a
more personal level then ever before. (Most sudios also mostly hire full time,
rather than by contract!) For those interested in pursuing a career in this
field, Sam recommends, "Find your passion, and just do it."
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