Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.
Shawn Allen (President & Game Design Director, NuChallenger)
Pass Type: All Access Pass, Summits Pass
Topic: Visual Arts
Vault Recording: TBD
Audience Level: N/A: I would like to deliver a virtual presentation only
When starting to work on the hybrid turn-based/real time beat em up Treachery in Beatdown City, an important goal was to make 3 fighters with a lot of moves, and unique fighting styles. We also wanted to have dozens of enemies that didn't feel like copies of each other. We also wanted the fighting to feel impactful and purposeful. These lofty goals, which were probably unwise, meant the game needed a lot of animated attacks. But with only one artist/animator, this posed a major problem: How could we get this done? This talk will explain how a 2 person team of animator/artist and programmer adopted resourceful techniques and mindsets to get their player character and enemy animations created, all while keeping to the pillars of "uniqueness" and "impactful combat". This talk will also explain how low frame counts, when used correctly, can still feel great to players.
Attendees will leave with an understanding of how to make complex animations less so, while learning about leaning on programmers and camera juice to further sell their animations.
Animators looking to gain insights on how a less is more approach can benefit their game/style.