~/talk

Evolving the animation in Horizon Forbidden West

Talkat Konsoll 2022 · 2022-11-22..11-23· [game-development]
links:none on file
slides:none on file

Animation team builds a controlled descent using a Shell-Walker shield for fast, combat-ready verticality and a rope‑caster grapple for quick updrafts, ships 14 single climb animations to cover common deltas, and tunes melee timing to a 12% slowdown for readable weight. Production uses two body rigs, records ~150–200 unique deaths and ~300 staggers, and implements a new node‑based AnimGraph engine to animate the 55 m Slitherfang with a mixed procedural/keyframe system. Frame rate workflow animates at 30 FPS. Shell-Walker shield AnimGraph engine

AI-written summary · about

  1. 0:00Animation evolution in Horizon
  2. 2:49Goals for animation
  3. 3:51Aloy’s character traits
  4. 8:22Traversal mechanics and verticality
  5. 13:18Controlled descent mechanics
  6. 19:16Melee combat overhaul
  7. 22:05Hit reactions and fluidity
  8. 26:42Jump-offs and versatility
  9. 32:20Human enemy AI variety
  10. 37:14NPC hit response system
  11. 40:03Enemy personality decks
  12. 45:16Machine locomotion and combat
  13. 48:11Slitherfang animation
  14. 58:07Animation improvements summary
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