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There is an article at Turbine's site, discussing monster animation for Asheron's Call 2. Here's an excerpt:
It was decided, interestingly enough, to have only one person animate virtually all of AC2. The primary reason underlying the decision was the fact that this helped ensure that the style of animation was consistent throughout the project.
This is not to say that having only one animator has no possible pitfalls, because it does. This became most evident, as the project moved forward, when the sheer volume of work that needed to be done began to limit the amount of time that could be spent on any particular asset. There simply wasn't enough time to do several different emotes or design interesting deaths for every monster, so some variety had to be sacrificed.
Turbine Entertainment Software (TES) initially had three very talented animators on the project. While it's easier to produce a higher volume of quality work with an animation department like this, one of the pitfalls of the team approach is that it tends to result in incongruity of style where each animator might have a slightly different vision regarding the direction of the animation. As it happened, the other animators had talents and areas of expertise such as level/ world design that were needed elsewhere. |
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