Tuesday, 10 January 2012

Principles of Animation- In Game Examples

As part of our research on animation techniques we were asked to take the principles we learnt about in our previous session, and find in game examples of each of them, both positive and negative.

Squash and Stretch

Anticipation
Good
Manhunt
"Manhunt" was all about making violence as graphic and visual an experience as possible, which fuelled the controversy that it created as a game. Resultantly many of the murders in the game have a gritty, high tension build up, clearly defining to the audience the nature of the scene, and allowing them to predict what exactly will happen.
Staging

Straight Ahead/ Pose to Pose
I don't know what to do for this.
Follow Though/ Overlapping
Good
GTA IV
This scene shows the secondary action of the charater rolling along the ground, out of the player's control, after the controlled action of diving out of a vehicle. The physics engine within the game ensures that this movement is dependent on the speed and direction your character is travelling at, making each time unique and interesting for the player to watch.
Bad
Tomb Raider
In this video of one of the older versions of "Tomb Raider" you can see clearly, particularly when Lara is jumping backwards and rolling around, as she likes to do, that no momentum is carried through once she is back on her feet. This results in the character's movements looking jarred and unnatural.
TimingSlow In/ Slow Out
Good
Need for Speed- The Run  
The most obvious "good example" of this principle to me, was one that quite literally requires the use of acceleration and decceleration. Cars do both of these. And this game is about cars.
Arcs
Good/Bad
Fight Night Round 4
This clip gives valid examples of both good and bad arcing. The "Fight Night" series prides itself on trying to make character movement as realistic as possible and I think this shows in general, particularly with the haymaker punches. However at the points where they get it wrong, it is both obvious and distracting to the gameplay- and very much noticable when it occurs within this video, making the movement look very unnatural.
Secondary Action
 Good
Skyrim
This clip from "Skyrim" shows the secondary movement of the characters arms and weaponry, which are further exaggerated when the character is sprinting. You can clearly see how this improves the visuals of the game and makes for more realistic character movement, particularly when compared with it's predecessor "Oblivion"
Timing
Good
Max Payne
Max Payne is amazing fun, one of the best parts being the ability to slo-mo dive through the air- WHENEVER THE HELL I WANT- and destroy people with bullets. Clearly timing is an essential aspect of this, and let it not be forgotten!

Exaggeration

Good
Hercules
Here we have a clear example of how extreme exaggeration has been used for a child friendly and comical visual style. From the over zealous swing of Hercule's cape, to the hyper-extension of his knees the entire game screams of exaggerated movement. 
Solid Drawing

Appeal
Bad
Lord of the Rings- Conquest
This is a clear example of a game that made me put time and effort into completing its main storyline, with the promises of rewarding me with a never before seen alternate storyline where Sauron prevails. This was diminished somwhat by the fact that playing as the Nazgul, which should be awesome, was dull and distinctly not fun.

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