GDC 2014

GDC 2014 Session Scheduler

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Export Schedule:

Animation Bootcamp: Fluid and Powerful Animation within Frame Restrictions

Mariel Cartwright  |  Lead Animator, Lab Zero Games


Location: Room 2010, West Hall

Format: Tutorials & Bootcamps
Track: Visual Arts
Vault Recording: Video


How do you get the clearest, most fluid animation in a 2D game and make it work with responsive gameplay? This talk will explore how Skullgirls was animated and cover the importance of strong key frames, anticipation and timing, and how you can effectively get these principles across when your designer says only have six frames to deliver a punch. The talk will use examples from Skullgirls as well as other 2D fighting games, such as Darkstalkers and Street Fighter III: 3rd Strike, to show various ways of making an animation work. Lastly, the talk will cover what did and didn't work in Skullgirls and how far the animation has come in the years the game has been in development.

Takeaway

Attendees will leave with all manner of new ideas on what game animation is capable of. Whether it is tips about leveling up their animation fundamentals or how best to work with other disciplines, anything that animation comes into contact with during game development will be shown in a new light.

Intended Audience

Animators of course, but also anyone who works alongside them and is in interested in what animation has to offer in regards to acting, storytelling, action and gameplay.