combat game systems, animation, and flipbook making workshop

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Contains moving images and slides with various layers. Best downloaded and viewed locally. A workshop delivered for BA Games Cultures students at London South Bank University, 26/3/2014. Much of the content borrows from Street Fighter and Disney animators, bringing together The 12 Principles of Animation, silhouette, games systems, and considering how it feels for the player.

TRANSCRIPT

Animation in Combat Systems

Emmeline Dobson visiting workshop for BA Game Cultures

SESSION OVERVIEW

Learning objectives

• Understand combat or action systems through their animation component

– Animation

• Technical

• Artistic

• Design

– States in a combat move animation

Session structure

• Technical / artistic / design overview

• Demonstration with Playstation 3

• Flipbooks workshop

– Guidance

– Making animations

– Review

– Intro’ to states in combat animations

– Revisit flipbooks

OVERVIEW: A COMBAT MOVE ANIMATION

Frames

Frames

Frames

Silhouette

Silhouette

Silhouette

Silhouette

12 Basic Principles of Animation

Three stages of a combat animation

• Wind-up (or “pre-strike”, or “anticipation”)

• Strike (or “active”)

• Recovery

Wind-up

Strike

Game input loop

Strike

Recovery

Three stages of a combat animation

• Wind-up

• Strike

• Recovery

Wind-up Strike Recovery

Keyframes

Keyframes

COMBAT DEMO

Wind-up

• Fast-wind-up for player avatar

• REALLY slow wind-up for enemy character / “READ”

• TRANSLATION on player avatar’s attack moves

LET’S ANIMATE!!

Making your animation – design

Making your animation – key points

• Choose to do a player avatar move OR an enemy character move

• Design your KEYFRAMES

– Wind-up (FAST for player, SLOW for enemy)

– Strike

– Recovery

• Strong SILHOUETTES

• TRANSLATION (player moves towards target)

Making your animation – tips

• Plan which page of the flipbook has which keyframe. (Suggest marking these pages *.)

• Lightly pencil in the GROUND PLANE

• Plan how to use the space on the page

– Room for TRANSLATION (for player avatar)

– Leave room for, if you want to, drawing an enemy REACTION to being hit!

• Start at the BACK and work lightly at first

FLIPBOOKS – REVIEW!!

Review

• What choices did your classmate make?

– In the design?

– In the animation?

• Did they make a slow or a fast wind-up? Why?

• How do you think this move would feel for the player to do?

• OR How do you think a player would react to this enemy move?

Learning objectives

• Understand combat or action systems through their animation component

– Animation

• Technical

• Artistic

• Design

– States in a combat move animation

Hit boxes

Throw / grab box

Video

• https://www.youtube.com/watch?v=IOvUxKnGidc

Aerial frames

Ground Air Ground

Learning objectives

• Understand combat or action systems through their animation component

– Animation

• Technical

• Artistic

• Design

– States in a combat move animation

RECAP

Wind-up Strike Recovery

Game input loop

References

• http://art-eater.com/2010/07/test-1-darkstalkers/ -- 12 Principles of animation in Darkstalkers

• http://aztez.com/blog/2014/01/06/anatomy-of-a-successful-attack/ --interactive demo of combat impact effects.

• http://www.zweifuss.ca/ -- Street Fighter III: Third Strike interactive character animation library

• Book: The Illusion of Life -- Frank Thomas and Ollie Johnston -- the 12 Basic Principles of Animation

• Book: Character Mentor -- Tom Bancroft -- an excellent resource on character design

• http://www.liaf.org.uk/ -- The London International Animation Festival had a flipbook workshop and flipbook competition in 2013. See one of the animations here: https://vimeo.com/78173238

• http://aztez.com/blog/2012/12/26/links-to-great-articles-re-combat/ --Want more resources on combat animation? There's a long list in this article from the developers of Aztez.

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