Animation Show & Tell

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Re: Animation Show & Tell

Postby FelixBrownSLC » Sun Mar 27, 2016 3:08 am

Thanks, I appreciate the comments.
There are so many decisions being made, characters added, then cut. All happening during concept, before animation, during and sometimes after. It can happen anytime, i don't always have the reasons why or always agree. A lot of it is based on retail studies, production time, space, fan feedback, all sorts of factors. I couldn't go into specific details

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Re: Animation Show & Tell

Postby FelixBrownSLC » Sun Mar 27, 2016 3:41 am

Simple cutouts pasted to plastic sheets, this is the original portfolio I submitted to DreamWorks back in 1997 that got me hired!

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Re: Animation Show & Tell

Postby FelixBrownSLC » Sat Apr 02, 2016 12:04 am

A collection of various Cinematic and gameplay animation from Disney Infinity 1-2-3

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Re: Animation Show & Tell

Postby Sheriff Woody » Sat Apr 02, 2016 1:23 am

FelixBrownSLC what would you say are the main differences between the animations you have created for games and those you created for films?
 
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Re: Animation Show & Tell

Postby FelixBrownSLC » Sat Apr 02, 2016 3:55 am

Great question. The biggest difference between game animation and film animation is the amount of anticipation. What I mean by that is, in a typical film or TV cartoon if Bugs Bunny is going to punch Daffy Duck his whole body may wind up, stretching all the way back in anticipation of the punch. This is to help the audience understand what's coming.
Now imagine playing a video game and when you press the "punch" button and your avatar did the same anticipated "wind-up" before each punch? It'd be horrible. Why?
This is because you don't need the anticipation to tell you what's coming, you're the one dictating the action, you need it to be responsive!

The other difference is film (and Cinematics) animation only needs to look good for the camera, whereas game animation needs to work at all angles because it's maneuverable in 3d space

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