Killer Combat Design
summary
Panel boils down to concrete practices not platitudes: mocap prep uses reference dumps and simple previz to cut takes to one or two; a spring floor preserves realistic impact data; designers import mocap and do sectioning animations into anticipation hit recovery and tweak timings in-engine; the teaching tool action dice randomizes anticipation move recovery to train performers; encounter work treats enemies as chess pieces expanding rock paper scissors into six plus archetypes and tests whether players actually use intended tools.
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chapters (15)
- 0:00Start
- 0:54Eric Jacobus
- 2:30Describing the Role of a Combat Designer
- 5:24Technical Designer
- 8:39Eric Williams
- 9:38Combat Design Challenges
- 13:13Kratos for God of War
- 25:33Action Dice
- 29:39The Combat Puzzle
- 30:05Combat Puzzle
- 32:51Combat Designer
- 35:43Combat Design Theory
- 41:02What Skills Do You Look for and What Advice Would You Give to People Looking To Get
- 44:13Enemy Design and Enemy Implementation
- 46:28Implementation
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