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DF Elliott

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Everything posted by DF Elliott

  1. Having worked with 3d for so long, it is both refreshing and frustrating. Technically we are still working in 3D (we use Maya) but our rigs are limited to 2D planes. Things you take for granted in 3D, like being able to rotate a character on any axis without even thinking about it, are a big challenge on Broken Age. So if I want to have Shay turn around, it isn't as simple as rotating him in Y axis; we actually have to "flip" his rig, so his 2D plane is mirrored. Having that match up smoothly is where it gets really tricky. But with that said, it can also simplify some things because the motion can be "cheated" in a way that is more cartoony, and therefore, more forgiving. Also, because the art is so strong on the characters, they can often look good on a single pose and when used efficiently, that can go a long way. DaveG or Ray may be able to elaborate more on this answer, too. We could go on for a long time about this topic! Either way, I can honestly say that I've learned more on this project than I have on any other, because my mind has had to balance between 3D and 2D, and that has forced me to be more creative about a lot of things. It's been awesome!
  2. Off the top of my head; Journey, Ghost Trick, Red Dead Redemption, Arkham City, Guacamelee, Limbo, Mark of the Ninja, The Last of Us, Shadow of Colossus (that was less than 5 years ago, right?) There are so many! I really love seeing great AAA game animation because they have the budget to add a ton of variety in their animations. Like when a character walks slowly around a corner and reaches their arm out for balance, or walks in a completely different way based on their health-state (Naughty Dog does this so well!) - that stuff is so awesome and makes me wish we were making a big AAA game sometimes. But I also really love creative uses of animation on a limited budget, and that's what we strive to do in our games. Maybe in the future we can combine the AAA variety with a charming key-frame style...That would be really fun!
  3. I would try downloading a small app on your iPad, if you have one. The Animation desk is a good one! https://itunes.apple.com/us/app/animation-desk-for-ipad/id409124087 It wont really get you making stuff for games or anything like that, but it will get you animating simple drawings quickly! The next thing to do would be to read http://www.amazon.com/The-Animators-Survival-Richard-Williams/dp/0571202284/ref=sr_1_1?ie=UTF8&qid=1386809082&sr=8-1&keywords=the+animators+survival+kid Try playing around with the simple animation tests using The Animation Desk, or another program of your liking. Then, start to fall in love with animation. If your interested in gameplay, I always think that the theories of animation translate directly to the theories of good gameplay and play control. So if Design is your end goal all this stuff will always be handy! Even if you're a programmer! Richard Williams also transformed a series of lectures into "The Animator Survival Kit DVD Series" , very recommended. ! Ohhh ... also "The Animator's Workbook" by Tony White is an excellent source of Animation Education source ... FInally there is this gestures Animation curse by Disney Veteran Walt Stanchfield wich is really great !!!! All great references! I personally think Richard William's book is the most concise starting point for any animator, and is a very quick read with a lot of nice exercises, but if you can afford his video set, it is well worth it! Also, Wayne Gilbert's "Simplified Drawing for Planning Animation" is a great guide for understanding how simple shapes can be very effective in animation. There is also the quintessential "Illusion of Life" which is a great read and introduction to the 12 Principles of Animation. And finally, this is going to sound like a shameless plug, but I promise I don't get any kickbacks for this: I teach at Animation Mentor and it is a really accessible way to learn animation when and if you decide to take it to a more professional level. There are several other online animation schools as well. I like that format because it kind of cuts out the "fat" of having to take other classes at a traditional college or university. I really wish it was around when I started learning animation! That said, if you're already enrolled in college classes, do as Mr. T says and "Don't be a fool and stay in school!" Regular art school can be a great way of honing other skills outside of animation and I've always found that animators who have a more rounded knowledge of other disciplines do far better overall, especially working in games. A lot of my students at Animation Mentor have gone through art school and know they want to sharpen their animation skills. The bottom line; this is a great time to learn animation because there are a ton of very accessible tools and resources out there!
  4. This is great, Conrad! Very inspirational. Thanks for sharing that with us!
  5. Oh, hello all you awesome backers! My name is Elliott Roberts and I'm lead animator on THE CAVE, which up until two days ago was known as an "Unannounced DF Project." (Not to be confused with "Unannounced DF Project" or "Unannounced DF Project" which are currently unannounced.) I've animated on almost every project at DF since the days of BrĂ¼tal Legend and also helped write and design Costume Quest. Oh yah, I sit about 7 feet away from Patrick, but there is a partition that blocks my view of him, so it sometimes feels like I'm so much further away than that. Fortunately, Patrick's gentle laugh can be easily heard through this partition and acts as a welcome reminder that he's still there, being awesome. Now that I think of it, everyone on the other side of this partition laughs quite often. Whatever they are working on must be totally hilarious! You are all heroes, btw. Thank you for the incredible support!
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