~/talk

Why Animation Is the Most Crucial Aspect of Games, Yet It's Neglected

Talkat Nordic Game 2024 · 2024-05-21..05-24· [game-development]
links:none on file
slides:none on file

Claims that animation is the most crucial yet neglected part of games, backed by concrete examples: vertex-based animation in Crash Bandicoot, Prince of Persia as early motion-reference, Shenmue popularizing mocap, LA Noire’s facial scanning and The Last of Us Part II’s interpolation system that matches breathing, dialogue and weight. Notes problems: Red Dead Redemption 2’s excessive choreography and FIFA’s 1,200 run variants. Proposes solutions: procedural generation, IK and control rig systems, machine learning to tweak a few base clips — think 13 keyframes plus realtime adaptation rather than mass mocap.

AI-written summary · about

  1. 0:00Animation disappointing
  2. 0:42History of game animation
  3. 2:06Early animation limits
  4. 3:07Motion capture evolution
  5. 3:49Realism gone too far
  6. 4:51Good game animation
  7. 5:53The Last of Us 2 animation
  8. 6:58Animation enhances gameplay
  9. 7:38Animation for immersion
  10. 8:20More animations not better
  11. 9:05Procedural animation future
  12. 9:49Simplicity in animation
  13. 10:30Animation overlooked
  14. 11:12Stylized vs realistic
  15. 11:57Overcomplicating pipelines
  16. 12:38Automation in animation
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