Game Development Reference
In-Depth Information
So how much animation should you use? Start by understanding how much
animation the player is used to seeing.
Play games that are similar to the one you're designing. Note how much ani-
mation is used, and what is being animated. Are you seeing only a character or
prop animate, or do other things like buttons wiggling or background anima-
tion such as birds flying in the sky or fish swimming in water give the game a
more realistic, immersive feeling?
Once you have a sense of how much animation is expected, develop an asset
list to plan for what types of animation you'll need.
t h e e s s e n t I a l s a n d B e y o n d
In this chapter, we took a look at how some of the graphics are designed and created for
games. Many traditional methods are still widely used, such as 2D graphics; however,
3D introduced a new wrinkle in the design process, including new ways to create 2D
imagery.
The look and feel of games can be dramatically affected by the placement of the camera,
and that decision alone can make or break a game's success.
Now that you have had a chance to review some of these important design essentials,
look for them in games you play, and try some of them with your own projects to see
what results you get. Do your choices in your own projects, or choices you see in existing
games, enhance or hurt the gameplay?
Improved animation, more immersive play, and sequel upon sequel designed and built for
successful games keep products moving. In addition, new improvements in technology for
faster animation and improved graphics, more fascinating storylines, and updated versions
from classic games ensure a steady stream available to avid game players.
a d d I t I o n a l e x e r C I s e s
Play one of your favorite games, and write down how many repeatable animation
cycles you see, including the idle.
Play one or more games, and take note of the kinds of animation you see. In other
words, look at the characters, backgrounds, and other elements, and see what is ani-
mated and what kinds of movements you see. Then, review any trailers you find for
the game, and note the difference in quality between the animation and art. Is there a
difference? If so, how would you describe it? Some trailers draw their material directly
from screen captures during gameplay, while others invest a great deal of time and
effort into making original mini-movies. See if you can spot the differences.
(Continues)
Search WWH ::




Custom Search