~/talk

Anatomy Of A Hit Reaction

Talkat Konsoll 2016 · on Wednesday, 2016-10-19· [game-development]
links:none on file
slides:none on file

Breaks down the moment of impact into concrete systems and metrics: animation needs at minimum four directions, light and heavy (8 animations) (shooters ~16, add head ~24), knockbacks/knockdowns/knockups require specific assets (knockup often 5 assets but can reuse to 3), VFX and directional effects, UI (health bars, damage numbers), audio, camera shake, hit stop and controller rumble. Argues procedural impacts beat additive blends when asset cost is high; shows Elder Scrolls Online’s style prevented full-body interrupts so added a second health bar and damage numbers later.

AI-written summary · about

  1. 0:00Start
  2. 2:14Tip for Traditional Combat
  3. 3:55Hit Reactions
  4. 5:46Combat Tips Number Two
  5. 7:02The Animator Survival Kits
  6. 9:32Directional Hit Reactions
  7. 12:02Knock Backs
  8. 12:31Knock Back Animations
  9. 13:00Agents of Mayhem
  10. 14:35Favorite Knock Ups
  11. 18:59Additive Hit Reactions
  12. 21:30Use Procedural Impacts Instead of Animation
  13. 23:56The Moment of Impact
  14. 26:19Ui
  15. 26:57Health Bar
  16. 27:26Impact Visual
  17. 28:49Normal Hits versus Critical Hits
  18. 29:15Reticle
  19. 29:55Screen Indicators
  20. 30:32Screen Indicators
  21. 31:01Hit Flashes
  22. 31:43Audio
  23. 32:31Camera Shake
  24. 37:22Hit Versions
  25. 41:15Damage Numbers
  26. 51:06Lightning Round
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