Preface |
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xvii | |
Acknowledgments |
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xix | |
Author |
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xxi | |
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Chapter 1 The Video Game Animator |
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1 | (10) |
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What It Means to Be a Video Game Animator |
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1 | (1) |
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1 | (1) |
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2 | (1) |
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3 | (1) |
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3 | (1) |
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Accepting the Nature of the Medium |
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3 | (1) |
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4 | (1) |
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Different Areas of Game Animation |
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4 | (1) |
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Player Character Animation |
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4 | (1) |
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5 | (1) |
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6 | (1) |
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6 | (1) |
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6 | (1) |
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7 | (1) |
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Environmental and Prop Animation |
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7 | (1) |
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Required Software and Equipment |
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8 | (1) |
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Digital Content Creation (DCC) Software |
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8 | (1) |
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9 | (1) |
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9 | (1) |
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10 | (1) |
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10 | (1) |
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Chapter 2 The Game Development Environment |
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11 | (18) |
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11 | (1) |
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11 | (1) |
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12 | (1) |
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12 | (1) |
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13 | (1) |
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14 | (1) |
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14 | (1) |
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15 | (1) |
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15 | (1) |
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15 | (1) |
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16 | (1) |
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16 | (1) |
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17 | (1) |
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Animation Technical Director |
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17 | (1) |
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Other Game Development Disciplines |
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17 | (1) |
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18 | (1) |
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18 | (1) |
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19 | (1) |
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20 | (1) |
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20 | (1) |
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20 | (1) |
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Public Relations and Marketing |
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21 | (1) |
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A Video Game Project Overview |
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21 | (1) |
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21 | (3) |
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24 | (1) |
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25 | (1) |
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26 | (1) |
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27 | (2) |
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Chapter 3 The 12 Animation Principles |
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29 | (12) |
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Principle 1 Squash and Stretch |
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30 | (1) |
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31 | (1) |
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31 | (1) |
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Principle 4 Straight Ahead and Pose to Pose |
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32 | (1) |
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Principle 5 Follow-Through and Overlapping Action |
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33 | (2) |
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Principle 6 Slow-In and Slow-Out |
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35 | (1) |
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36 | (1) |
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Principle 8 Secondary Action |
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37 | (1) |
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37 | (1) |
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37 | (1) |
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Principle 11 Exaggeration |
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38 | (2) |
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Principle 12 Solid Drawings |
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40 | (1) |
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Chapter 4 The Five Fundamentals of Game Animation |
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41 | (16) |
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42 | (1) |
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42 | (1) |
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43 | (1) |
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44 | (1) |
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45 | (1) |
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45 | (1) |
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46 | (1) |
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47 | (1) |
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48 | (1) |
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48 | (1) |
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49 | (1) |
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Collision and Center of Mass/Balance |
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50 | (1) |
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50 | (1) |
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Distinction vs Homogeneity |
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51 | (1) |
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52 | (1) |
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52 | (1) |
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53 | (1) |
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53 | (1) |
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54 | (1) |
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Sharing and Standardization |
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54 | (3) |
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Chapter 5 What You Need to Know |
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57 | (30) |
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Basic Game Animation Concepts |
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57 | (1) |
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Common Types of Game Animation |
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57 | (1) |
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57 | (1) |
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58 | (1) |
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59 | (1) |
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Skeletons, Rigs, and Exporting to Game |
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59 | (3) |
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62 | (4) |
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66 | (3) |
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Forward vs Inverse Kinematics |
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69 | (1) |
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Intermediate Game Animation Concepts |
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70 | (1) |
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70 | (2) |
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72 | (1) |
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73 | (1) |
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73 | (1) |
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Physics, Dynamics, and Ragdoll |
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74 | (2) |
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Advanced Game Animation Concepts |
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76 | (1) |
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Procedural Motion and Systems |
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76 | (1) |
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77 | (1) |
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78 | (1) |
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78 | (1) |
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79 | (1) |
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Animated Textures/Shaders |
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80 | (1) |
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80 | (1) |
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81 | (1) |
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81 | (2) |
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83 | (1) |
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Animation Director---Call of Duty: Modern Warfare |
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83 | (4) |
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Chapter 6 The Game Animation Workflow |
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87 | (16) |
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87 | (2) |
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89 | (1) |
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Animate Pose to Pose Over Straight Ahead |
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90 | (1) |
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90 | (1) |
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91 | (1) |
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Iteration Is the Key to Quality |
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92 | (1) |
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Blocking From Inside to Out |
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92 | (1) |
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93 | (1) |
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94 | (1) |
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95 | (1) |
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96 | (1) |
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96 | (1) |
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96 | (1) |
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97 | (1) |
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97 | (2) |
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99 | (1) |
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99 | (4) |
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Chapter 7 Our Project: Pre Production |
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103 | (14) |
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104 | (1) |
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105 | (1) |
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106 | (1) |
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106 | (1) |
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106 | (1) |
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106 | (1) |
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106 | (2) |
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108 | (2) |
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110 | (1) |
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111 | (4) |
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115 | (1) |
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115 | (2) |
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Chapter 8 Our Project: Technical Animation |
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117 | (22) |
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118 | (1) |
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118 | (2) |
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120 | (1) |
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121 | (2) |
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123 | (1) |
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124 | (1) |
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124 | (2) |
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126 | (2) |
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128 | (1) |
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129 | (1) |
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130 | (1) |
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130 | (1) |
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Animation Memory and Compression |
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131 | (1) |
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131 | (1) |
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132 | (1) |
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132 | (1) |
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133 | (1) |
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134 | (1) |
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134 | (1) |
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135 | (1) |
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Digital Content Creation Animation Tools |
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135 | (2) |
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Interview: Masanobu Tanaka |
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137 | (1) |
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Animation Director---The Last Guardian |
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137 | (2) |
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Chapter 9 Our Project: Gameplay Animation |
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139 | (32) |
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140 | (1) |
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140 | (1) |
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141 | (2) |
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143 | (1) |
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144 | (1) |
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The All-Important Idle Animation |
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144 | (1) |
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Seamlessly Looping Walk/Run Cycles |
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145 | (3) |
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Animating Forward vs In Place |
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148 | (1) |
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Inclines, Turning, and Exponential Growth |
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149 | (1) |
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149 | (2) |
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Starts, Stops, and Other Transitions |
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151 | (2) |
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Ten Common Walk/Run Cycle Mistakes |
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153 | (1) |
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154 | (1) |
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154 | (1) |
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155 | (1) |
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156 | (1) |
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157 | (1) |
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Height Variations and Metrics |
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157 | (1) |
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158 | (1) |
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158 | (1) |
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158 | (1) |
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159 | (1) |
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159 | (2) |
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161 | (1) |
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161 | (1) |
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Follow-Through and Overlapping Limbs |
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161 | (2) |
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163 | (1) |
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Readability of Swipes Over Stabs |
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164 | (1) |
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164 | (1) |
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Directional and Body-Part Damage |
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164 | (1) |
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165 | (1) |
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166 | (1) |
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Recovery Timing and Distances |
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167 | (1) |
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167 | (2) |
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Interview: Mariel Cartwright |
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169 | (1) |
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Animation Lead---Skullgirls |
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169 | (2) |
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Chapter 10 Our Project: Cinematics and Facial |
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171 | (26) |
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172 | (1) |
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172 | (2) |
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174 | (1) |
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175 | (1) |
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The Five Cs of Cinematography |
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175 | (1) |
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176 | (1) |
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176 | (1) |
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177 | (1) |
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Straddle Cuts with Camera Motion |
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177 | (1) |
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Trigger Cutscenes on a Player Action |
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177 | (1) |
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Avoid Player in Opening Shot |
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177 | (1) |
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177 | (1) |
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End Cutscenes Facing the Next Goal |
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177 | (1) |
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Avoid Overlapping Game-Critical Information |
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178 | (1) |
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178 | (1) |
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Allow Interaction Whenever Possible |
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178 | (1) |
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Avoid Full-Shot Ease-Ins/Outs |
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179 | (1) |
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179 | (1) |
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180 | (1) |
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Place Save Points After Cutscenes |
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180 | (1) |
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180 | (1) |
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180 | (1) |
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Cutscene Previsualization |
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181 | (1) |
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181 | (2) |
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183 | (1) |
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183 | (1) |
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184 | (1) |
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184 | (1) |
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185 | (1) |
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186 | (1) |
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186 | (1) |
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187 | (1) |
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188 | (1) |
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188 | (1) |
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189 | (1) |
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Facial Action Coding System |
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189 | (2) |
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191 | (1) |
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Creating Quantities of Facial Animation |
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191 | (1) |
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192 | (1) |
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193 | (1) |
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Facial Animation Supervisor---Detroit: Become Human |
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193 | (4) |
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Chapter 11 Our Project: Motion Capture |
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197 | (36) |
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198 | (1) |
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199 | (1) |
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199 | (1) |
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199 | (1) |
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200 | (1) |
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200 | (1) |
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201 | (1) |
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The Typical Mocap Pipeline |
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202 | (1) |
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202 | (1) |
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203 | (1) |
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203 | (1) |
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Ordering/Grouping Your Shots |
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204 | (1) |
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204 | (1) |
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205 | (1) |
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205 | (1) |
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205 | (2) |
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207 | (1) |
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208 | (1) |
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209 | (1) |
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209 | (2) |
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211 | (1) |
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212 | (1) |
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213 | (1) |
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214 | (1) |
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215 | (1) |
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216 | (1) |
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Hiding Offset Pose Deltas |
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217 | (1) |
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218 | (2) |
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220 | (1) |
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Planning A Motion-Matching Mocap Shoot |
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221 | (1) |
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The Motion-Matching Shot List |
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221 | (1) |
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222 | (1) |
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222 | (1) |
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Directional Starts and Stops |
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222 | (1) |
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223 | (1) |
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223 | (1) |
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Strafe Diamonds and Squares |
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224 | (1) |
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224 | (1) |
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225 | (1) |
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225 | (1) |
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226 | (1) |
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226 | (1) |
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227 | (2) |
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Interview: Bruno Velazquez |
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229 | (1) |
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Animation Director---God of War |
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229 | (4) |
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Chapter 12 Our Project: Animation Team Management |
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233 | (16) |
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233 | (1) |
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234 | (1) |
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234 | (1) |
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235 | (1) |
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Predicting Cuts and Changes |
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235 | (1) |
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236 | (1) |
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Conflicts and Dependencies |
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237 | (1) |
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237 | (1) |
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238 | (1) |
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238 | (1) |
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239 | (2) |
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241 | (1) |
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241 | (1) |
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242 | (1) |
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243 | (2) |
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Interview: Yoshitaka Shimizu |
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245 | (1) |
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NPC Animation Lead---Metal Gear Solid Series |
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245 | (4) |
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Chapter 13 Our Project: Polish and Debug |
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249 | (18) |
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Closing Stages of a Project |
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249 | (1) |
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250 | (1) |
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250 | (1) |
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Release Candidates and Gold Master |
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250 | (1) |
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Animation Polish Hints and Tips |
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251 | (1) |
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251 | (1) |
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252 | (1) |
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252 | (1) |
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253 | (1) |
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254 | (1) |
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255 | (1) |
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Memory Management and Compression |
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255 | (2) |
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257 | (1) |
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Test/Modify Elements One by One |
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257 | (1) |
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257 | (1) |
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Avoid Incrementally Fine-Tuning |
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258 | (1) |
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258 | (5) |
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263 | (1) |
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Animation Director---Assassin's Creed, Prince of Persia: The Sands of Time |
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263 | (4) |
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Chapter 14 2D and Pixel Art Animation |
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267 | (38) |
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A Brief History of 2D Game Animation |
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267 | (3) |
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270 | (1) |
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270 | (1) |
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270 | (1) |
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Different 2D Production Approaches |
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271 | (1) |
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271 | (1) |
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272 | (1) |
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273 | (1) |
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Modular Animation/Motion Tweening |
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273 | (1) |
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Understanding Historical Limitations |
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274 | (1) |
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274 | (1) |
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275 | (2) |
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277 | (1) |
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278 | (1) |
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Retro Case Study: Shovel Knight |
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278 | (2) |
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2D Game Animation DCCs and Engines |
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280 | (1) |
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281 | (1) |
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281 | (1) |
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Pixel Art Animation: Aseprite |
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282 | (1) |
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2D Art All-Rounder: Photoshop |
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282 | (1) |
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283 | (1) |
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Sprite Sheet Editor: Texture Packer |
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283 | (1) |
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Game Engine: Game Maker Studio |
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284 | (1) |
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284 | (2) |
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2D and Pixel Art Game Animation Concepts |
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286 | (1) |
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286 | (1) |
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287 | (1) |
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288 | (1) |
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Character Design Considerations |
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289 | (1) |
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290 | (1) |
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290 | (1) |
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Modular Animation Hybrid Workflow |
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291 | (1) |
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292 | (1) |
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293 | (2) |
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295 | (1) |
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296 | (2) |
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298 | (1) |
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2D Visual Effects Animation |
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299 | (1) |
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Modern Case Study: Streets of Rage 4 |
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300 | (3) |
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303 | (1) |
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Art Director & Animation: Streets of Rage 4 |
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303 | (2) |
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305 | (12) |
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305 | (1) |
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The Game Animation Demo Reel |
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306 | (1) |
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306 | (1) |
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307 | (1) |
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308 | (1) |
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309 | (1) |
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310 | (1) |
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311 | (1) |
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312 | (1) |
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Virtual and Augmented Reality |
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312 | (1) |
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Affordable Motion Capture |
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313 | (1) |
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314 | (1) |
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314 | (1) |
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315 | (1) |
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315 | (1) |
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316 | (1) |
Index |
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317 | |