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Animation Summit: Animating a Complex Fighting Game 3 Frames at a Time

Shawn Alexander Allen (President & Game Design Director, NuChallenger)

Location: Room 301, South Hall

Date: Monday, March 16

Time: 1:20pm - 1:50pm

Pass Type: All Access Pass, Core+Summits Pass, Summits Pass - Get your pass now!

Topic: Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: All

When starting work on Treachery in Beatdown City, a hybrid turn based/real time beat 'em up/RPG/wrestling/fighting game, the 2 person team had the goal to create an impactful and unique fighting system that was expressive and completely new. Core to this included creating 3 completely different player controlled fighters with lots of unique moves, and dozens of enemies with individual move sets to fight. These 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 they get this done? This talk will explain how a 2 person team used animation fundamentals, and resourceful techniques to get their player character and enemy animations created, and implemented all while keeping to the pillars of "uniqueness" and "impactful combat".


Attendees will walk away with an understanding of how the 2 person team behind Treachery in Beatdown City used a combination of animation fundamentals and clever resource management to create and implement hundreds of moves across dozens of characters, and why more animation frames are not always more important.

Intended Audience

Any animators looking to make combat heavy games that look and feel good.