This is the third post, stimulated by the GDC Animators’ Roundtable, on where character animation might be going as we enter the virtual reality phase in gaming.
So what will be the big step forward in player engagement in VR games, if not some variation on shooting non-player controlled enemies? What is going to have the appeal of shoot-or-be-shot warrior game play in an increasingly real virtual space? What might be transformative in a similar way to Doom and the FPS genre? I think one answer is going to involve much higher quality NPC acting.
NPC Alyx Vance
Or rather, NPCs that not only act believably, but react to us, and interact with us. This is the next frontier in VR. It will require a step up in gaming AI, and definitely a big step up in the quality and complexity, and deftness, of in-game character animation. But emotionally realistic reactions, and real-time interactions, in relation to the game context and player behavior, offers the potential to thrill and engage on a new, deeper level. Read the rest of this entry »
This is the second of three posts about the Animators’ Roundtable discussion at the Game Developer’s Conference this year.
So why are shooter games so popular, if people don’t actually want to experience the sensation of killing? I tend to understand things through analogy and personal anecdote, so I’m going to frame my thoughts in that way, rather than try to sound like a bad social psychology journal article. I think most of us, and by ‘us’ I mean especially males, enjoyed competitive group play as kids. I don’t mean sports — we have to be drilled and trained to enjoy sports. Few children start playing sports on their own; it’s almost always under gentle pressure from an adult. I mean instead the kind of ad hoc, free-form kids’ games that often involve some form of attack and defense, like freeze tag or capture the flag. Children also love inventing games that involve role playing. These two types of play are wired into us, in the same way puppies play-fight, and kittens play stalking games.
Boys playing army
My family moved around a lot when I was young, and the most popular outside game throughout much of my childhood, in multiple locations, was what we simply called ‘playing guns’ or ‘playing army.’ We would get our toy guns (or use a baseball bat as a bazooka if your parents wouldn’t let you have a toy gun), divide up, and head out in opposite directions. Read the rest of this entry »
This year’s Game Developer’s Conference in San Francisco was, of course, fully dominated by the blossoming of virtual reality. It’s still early days, but it was thrilling as to see what’s here, now, and what’s just around the corner when you put on an Oculus Rift or a HTC Vive. These are exciting times!
Animation geek heaven
Despite the excitement, I attended an interesting Animator’s Roundtable Discussion where some serious anxieties were expressed about what might be coming. The discussion focused on what character animation will bring to VR, and how animation (and games) in VR may be different in this more immersive virtual environment. The discussion’s been percolating in my mind for a while, and I want to use this post to organize my thoughts. I’m relying on my often-faulty memory for the gist of the discussion, so apologies in advance to any animators who were there and who remember it differently!
One of the first points brought up was the assertion that perhaps the most popular single type of game is shooter games, and that a large measure of their success derives from the emotional satisfaction of killing non-player characters. While that’s obviously debatable, there’s no doubt that a LOT of popular games put the player in challenging kill-or-be-killed situations, where killing NPC enemies is a constant proximate goal. Many successful games revel in the realistic carnage and high body counts one can rack up with a staggering array of sexy and lovingly detailed weapons. Read the rest of this entry »
One of my 2015 New Year’s resolutions is to get back to blogging more often, but first I need to get caught up for 2014. It’s been an eventful and crazy year at Moonbot, and here are some of the things I should have mentioned as they happened.
Joe, Brandon, Bill, me, and Beavan at the Annies
In January, The Scarecrow won the Annie Award for Best Special Production. This was the project that brought me back to Moonbot as Animation Supervisor, and the film and game were a genuine labors of love for the entire studio. Being recognized by our peers at ASIFA-Hollywood was tremendous!
2014 Annie Awards acceptance speech
In addition to the Annie Award, The Scarecrow also won a Grand Prix and two Golden Lions at Cannes (!), two Emmys, three Clios, and 5 Epica Awards (whew!). And it was viewed almost 14 million times on Youtube. What a great way to start 2014! Read the rest of this entry »
Sorry if you were expecting something about Windsor McKay or Otto Messmer, but here’s a peek of life at Moonbot Studios while we were making the short film Silent for Dolby. Our stalwart documentarian, Patrick Long, filmed some behind-the-scenes footage, and one of our TDs, Akin Bilgic, set up his time-lapse camera.
The time lapse portion is about 10 seconds in, and was filmed at two frames per minute (so this is a tiny sliver of one working day). Akin filmed two entire work days, from a different camera position each day, and on the second day the camera was right next to me. It was a little unnerving, but I’m happy to have a small record of what I actually do at work. It’s unusual to get to see behind the scenes at a mid-sized studio, and unlike the usual ‘making of’ video that you see on DVDs of feature films, this stuff really was behind the scenes. There’s some nice footage of the directors, animators, artists, and TDs of Moonbot hard at work. Oh, and please ignore my rambling comments made before I’d had my morning coffee. There’s a reason I’m an animator, and not an actor!
And here’s the finished film, Silent. Enjoy:
It was a challenging and exciting project, in part because we started right into ‘crunch’ mode just before the Christmas holidays, and the film had to be complete and rendered in time to be shown Feb. 15 at the Scientific and Technical Academy Awards ceremony. I’m still not sure how we pulled it off!
Wow, it’s almost been a year since my last post. Time flies when you’re busy, and I’ve been busy! The first two of the eight or nine projects (not kidding!) I’ve worked on at Moonbot in the last 12 months are finally public. And here’s the entire short film, The Scarecrow:
And my favorite part, the app/game Chipotle Scarecrow:
Feed the people!
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Regular readers of this too-sporatic blog know I believe that great animation CAN save a weak story. The mantra that “Story, story, and story” are the three most important elements in an animated film is still heard throughout the land, but it’s still wrong. Further evidence of how wrong, or at least how incomplete, can be found in the surprise success of Genndy Tartakovsky’s Hotel Transylvania.
A drawover by Genndy Tartakovsky from animation dailies*
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Animation has pretty much wrapped on Hotel Transylvania, and I’m finally free to deal with months of sleep deprivation and give this site some attention. The caffeine-withdrawl headaches couldn’t keep me from finally (I think) purging the horrible pharma-hack that’s plagued my site for months. As you can see from my last post, so many months ago, I thought I had it licked before, but this time I’m pretty sure. Anyway, here’s the gang I’ve been hanging out with for the last 6 months:
Hotel T Culver City animation crew
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Apologies to anyone who’s been visiting here and getting pharmacy spam. Apparently this is common among WordPress sites with lax security, and I had been pretty lax. I think I’ve got it sorted out now, but please let me know if anything wonky is happening on the site. I’m hoping to be posting a little more regularly this year. Hope you all had happy holidays!
Like a palate cleanser after the feature animation diss* I wrote about in the last post, ASIFA-Hollywood comes along with the nominees for this year’s Annie Awards. Who needs the NYFCC! We have ASIFA, and we’ll have our own damned party!
The Annies are always a fun ceremony, and a good time to catch up with friends. It’s also a rare chance to honor some of the people behind the scenes in a business where we’re pretty anonymous to most of the folks who enjoy what we do. I’ll admit I’m a little ambivalent about these kinds of individual honors. On one hand, if ASIFA-Hollywood didn’t give such awards, no one else would. And lord knows that there are many people in the animation business who deserve some individual props. The cartoon above is by past Annie winner, and current nominee, Patrick Mate, a humble, quiet guy bursting with talent, yet someone most people have never heard of.
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