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Every year the good folks at Gamasutra.com release a free digital booklet called the Game Career Guide packed with articles written by veterans of game design and development explaining the processes that go into making many of your favorite games. This year Lab Zero's own Kinuko was invited to write her thoughts on 2D animation in a game development context.
Mariel covers all of the basic points that have gone into the animation of Skullgirls over the last 5 years, highlighting in particular things like the importance of distinct silhouettes so that movement doesn't feel cluttered and can be instantly understood by both players. Another point of interest for her is how game animation is a very different beast from animating full featured pieces, with certain rules and techniques from typical animation needing to be pushed to the sidelines to work within the technical limitations of games like Skullgirls.
The piece is definitely worth checking out if you're interested in the work that goes on under the hood in Skullgirls. If you're interested in game development in general the entire annual covers a huge range of topics from many well known veterans of the industry. Mariel's article is on page 29 if you just want to skip ahead though! You can find the book on GameCareerGuide.com.
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