Animation for
videogames: roundtable:
next-generation platforms are affecting the way today's
videogames are designed and animated |
Animators of videogames are changing their
primary software packages, emphasizing richly-detailed characters
and expecting a leap in animation talent.
"In the past, game animators would have been required
to make a good run loop, to make a good dying loop, but now
we're asking for hitting the mark and hitting the point where
the lighting works well, and basically creating drama,"
says Steve Sinclair, lead programmer for Digital Extremes,
who's working on a next-gen title. "Before it was just
creating plausability, [now] we want to create a sense of
dramatic purpose."
The power in next-gen console platform games
is just too much to ignore--even computer games makers are
putting out their titles for consoles. Read on to see the
how the next gen is changing all facets of videogame animation
production.
Current project/platform: Dark Sector, a third-person shooter-adventure
game; next-gen platforms. Digital Extremes is best known for
its first-person shooter games, notably the Unreal series
done in cooperation with Epic. The Toronto studio just finished
Pariah, for PlayStation 2.
How are next-gen platforms changing the way you work?
"They are increasing consumer expectation,
so it changes the way we work in that we have to get the best
tools we possibly can, develop new techniques and increase
our animators' skill, as well as everyone else's on staff.
The competition is increasing and the capabilities of the
hardware have increased to the point where the level of detail,
at least the graphic fidelity, means that a lot more work
has to go into creating the assets. Before you had to make
a 300-triangle mesh for Unreal and now it's in the millions,
so that changes the way we work quite a bit."
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