Greetings carbon-based lifeform,
This newsletter stands on a very rigid structure. Every once in a while I enjoy pulling the rug out under. Enter: special issue.
Sometimes, the things I find rhyme with each other so it makes sense to gather them under one mail. Past specials included; create, then edit, 20th century logos, David FW, 12 things from ‘23.
As with all issues, remember: sift, click, skip.
I feel as though animation is often praised when it comes to films (Disney, Pixar mainly) but not nearly enough in video games. There are only two places I know of, dedicated to that. The first is New Frame Plus, lead by Daniel Floyd. He has an annual series where he highlights the year’s best animated games. A great resource to find new games and appreciate the artistry of motion!
The other is Video Game Animation Study run by Dan Root. He has more specific videos, like how Link swings his sword in Breath of the Wild. Or what makes the animation of Cuphead special. Some years ago, Dan made a series on what principles make game animation stand apart from film…
…speaking of principles, while the 12 basic principles of animation are well documented, (thanks to the duopoly of Books About Animation), they look and behave differently in games. Mariel Cartwright’s presentation is about that difference through a myriad of examples. She goes through Disney’s 12, while showing their uses not in films but games that either she worked on (Skullgirls, Indivisible) or all-time classics (like Street Fighter, Bayonetta).
Pierrick Picaut, Blender animation guru, also has a presentation about how The Principles translate differently in video games. His examples are from a 3D game he worked on, Noara — as opposed to Mariel’s 2D side-scrolling examples above.
Fighting games are an immense source of inspiration for smart solutions on how to fit a lot of the principles into a handful of frames. Mariel Cartwright again. Here, she talks about hitstops, rule of thumbs for breaking the body, and how removing frames can often enhance impact.
Coming full circle, VGAS has a great video essay somewhat combining Mariel’s two presentations into one about the importance of solid drawing, appeal, and exaggeration in fighting games.
Dedicated to the makers of game-anim, Animation Exchange is an annual live-streamed event, hosting programmers, technical artists and animators presenting findings about their craft. Later, the event is broken down to separate videos for
myour viewing pleasure.
+1 As I was linking all these videos, this Animation Tricks of Trade GDC presentation popped up in my recommendations. (Another annual series!) Touches on a lot of the things the other links mention.
Until another Friday soon,
Gergo


