Thursday, 27 March 2014

professional Animation examples

Due to my job being animation i decided to look into the workings of animations in video games mainly the use of machinery. The use of machinery in video games vary such as looking into gears of war which had no walker type machinery until the third game but still had impressive vehicles. now the reason why i looked into vehicles as well as mechs which are the main focus is due to firing animation which was also analysed in heavy weapons. the main reason i was looking into these types of animations was due to the kickback that firearms give off.

A game i looked back into for the appearance of different types of kick back were killzone as well as payday 2. The reason for looking into killzone is that the weapons aren't real so you use real life examples to influence you the same way as payday 2. My main grip on killzone's animations is that the machine guns feel realistic in their kick back which immerses the player and allows them to have a form of problem solving in the form of realizing how to fire and aim the gun effectively. The rockets feel less like this due to the player firing them standing up and not really moving much in the way of kick back on the upper body which for me is going to need to be addressed if we have rockets on mechs.

Payday 2 does really good animations for the small arms as well but also shows how much kick back you would get from an RPK which was a weapon i took influence from when looking into guns for the marauders.now the research into the firing animations will just be aesthetic due to the angle of game play but i still find this important for immersion.

Looking into walkers the main influence were games like lost planet 2 which has a large range in size of mech that allowed me to thing of weight by comparison and how that would affect movement in the mechs. the mechs in lost planet are alot heavier in appearance and movement so althought the weight in the steps is a good guide i looked into dawn of war for the actual walking cycles for the characters due to their dog leg appearance when needed. Star wars influenced me at first due to how fluid the movements felt but after a while of research i found that due to the tech level of our world they would not be that fluid and would be best compared with the at st and at at from the original series. As i progress the weight will need to be tested.

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