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