Animation Demo Reel 2013 from ranbirsingh26 on Vimeo.
Another update on my Demo Reel.Ranbir Singh
Thursday, July 18, 2013
Wednesday, September 12, 2012
Monday, August 20, 2012
OVERVIEW BETWEEN GAME ANIMATION AND FEATURE ANIMATION
Many believe that animation from film and gaming is the same because
they share the same set of tools, and use the same principles of
animation. Watching a film and playing a game is not the same, as well
as creating the animations for them. There are a few things to consider
when creating game animations, and many differences and extra techniques
required. In games you need to create animations that respond to
gameplay, storytelling, mixing both together and dealing with a few
other things. Most animations are short and as they are combined to each
other they make the character move with attitude and conviction. In
brief, the animations created help translate what the player would like
to do in the world as well as help support the story. Here are a few
elements that stand out in games.
Important elements about games
The Story telling
You get to live and “Play the main character”
You can play multiple characters and chose the relationships
You can chose how much you want to invest, live through the characters versus film you follow the characters story.
The player gets to make decisions that could alter the way the story is told (ex: Mass Effects)
The story could be considered yours
The Game
You see your character 360 degrees
You do more than animate, you learn how to design animation systems
Animation timing is often dictated on the needs of player’s inputs
You are exposed to many more types of animation than film. Ex:
Creatures, Giants, Cinematic, Scripted events, Scripted gameplay,
Combat, Grappling …
You animate many choreograph animations
You might need to animate in 160 frames
You do many different type of cycles, and not just run and walk
Most games are heavily driven by body mechanics
You are exposed to many technical things and required to learn much more
You do your own layouts and cameras
You deal with planning, blocking , designing, and integrating animations
Planning and brainstorming are done within minutes
Responsibilities are high, and ownership in developing a game system is extremely important if you want to succeed
You can live and die by placeholder animations
Trying to keep this short, there were some extra points we thought
could further be explained without making this a long and heavy read.
I will prudently say that in film, you have more time/ passes
/iterations to finesse the animation. Working on multiple shots or a
sequence, your animations could go through many reviews and receive a
lot of feedback from your Character Leads, Supervisors and Director's.
As opposed to games where you most likely have a leaner review process
and limited number of passes, you need to have more confidence and
initiative to move on with your animation knowing feedback/direction
might not come until later, not come at all or come when it’s too late.
There is less time to refine your work but the job also includes a
greater understanding of the purpose behind your animation. This isn't
about making an Oscar winning performance but making a performance work
for a player rather than an audience member. A film audience doesn't get
to push a character's buttons and direct their actions; they sit
through them and watch as a somewhat passive participant. In a game,
however, the player (the audience) controls every movement, every
experience, and every moment. It's more important to make them FEEL
those moments through controller inputs and motion output rather than
through inactive segments of storytelling.
I know some might be
shocked, but storytelling is still an important factor and will be more
so with the upcoming titles, improved software and new hardware.
Storytelling is still a key component for games, we are expecting
animators to produce great performances when they are working in
cinematic or giving the chance to do so in-game. The story is the
player’s motivation to continue to play the games, but this might not be
the case for all games.
Again, the viewer is not passive, they're
interactive, and it's your job to meet a whole new set of expectations
to satisfy them. You have the same concerns film has regarding their
emotional and story based performance, but you also need to sell
immersion and intuitive interaction to the player....
Tuesday, October 4, 2011
Thursday, September 29, 2011
30 ways to kill a cowboy!
ready steady bang - 30 ways from Ed Barrett on Vimeo.
Lovely flash animation done by Ed Barrett.
Saturday, September 3, 2011
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