IAnim – The Act
Posted in Animation, Design, Games, Ianim on Mar 20th, 2009 1 Comment »
For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games… Now, The Act…
Posted in Animation, Design, Games, Ianim on Mar 20th, 2009 1 Comment »
For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games… Now, The Act…
Posted in AI, Animation, Design, Games, Ianim on Mar 8th, 2009 2 Comments »
For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games… A bit of Half Life 2 and Team Fortress 2 this time… One thing Valve does very well is make it feel like you’re present in the world by having characters [...]
Posted in Animation, Design, Games, Ianim on Feb 25th, 2009 No Comments »
There was something else I wanted to talk about in Shadow of the Colossus. There are many things that set apart this game, but there is one that’s rarely mentioned: This game has anticipation, one of the key principles of animation so often deliberately ignored in games. It is interesting that Ueda chooses not to [...]
Posted in Animation, Design, Games, Ianim on Feb 22nd, 2009 No Comments »
For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games… Two this time… Ico and Shadow of the Colossus: Not the most recent, but still remarkable both, for their daring use of animation in making you feel connected to the world [...]
Posted in AI, Animation, Design, Games, Ianim on Feb 19th, 2009 1 Comment »
For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games… Today, Outcast… It may be cause for concern that a ten year old game still merits inclusion, but it is a testament to just how far ahead of its time Appeal’s [...]
Posted in AI, Animation, Design, Games, Ianim on Feb 16th, 2009 No Comments »
For the next couple weeks I’ll be doing a series of posts on the use of interactive animation in a number of notable games… First up, Assassin’s Creed… No doubt its movement and environment interaction are a milestone in game animation, weaving elegantly through crowds and running effortlessly across rooftops… but there is another aspect [...]
Posted in Animation, Design, Games, Ianim on Feb 15th, 2009 No Comments »
A few years ago I developed a thesis “To explore how in-game animation can be used to drive interactive storytelling and gameplay“… Part of the project was to test out some ideas on how animation could be used to communicate with the player. Another part was to examine what had been done so far. I [...]
The intertubes of course are a never-ending supply of interesting things to read, so here’s a selection of the intriguing persuasion: Splinedoctors walk three ways… Jordan Mechner has an epiphany about player motivation … and expands on the development of Sands of Time. Hans Bacher makes an interesting point about restraint and 10 things are [...]
Posted in Design, Games, Writing on Nov 27th, 2008 No Comments »
I read this post on Steve Gaynor’s Fullbright blog and was compelled to respond: Good storytelling is underrated. “Player-generated stories” aren’t usually all that good. They offer good moments, but not good narrative. I agree that games should give the player an interesting place to visit, but that’s not enough. If it doesn’t go anywhere [...]
Posted in Design, Games on Jun 28th, 2008 1 Comment »
I came across this interesting game design challenge the other day, proposed by Steve Gaynor of 2k Marin. Some of the entries seem like they could really be something. I thought I’d elaborate on an idea I’d been kicking around and enter myself: Call to Arms 2008 – “Peace” A game of interactive vignettes set [...]