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Designing Characters for Computer Games. Animation and Character. April 16, 2002. Traditional animation goals. Appeal Memorability Humor Empathy. Example: How to Fish. Example: How to Fish. Was it: - appealing? - memorable? - funny? - did it evoke your empathy? Why? How?.
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Designing Characters for Computer Games Animation and Character April 16, 2002
Traditional animation goals • Appeal • Memorability • Humor • Empathy
Example: How to Fish • Was it: - appealing?- memorable?- funny?- did it evoke your empathy? • Why? How?
Example: The Jungle Book • Was it: - appealing?- memorable?- funny?- did it evoke your empathy? • Why? How?
Example: Luxo, jr. • Was it: - appealing?- memorable?- funny?- did it evoke your empathy? • Why? How?
Traditional guidelines • Be consistent in designing the persona and interactions. • Show quirky individuality. • Strive for the illusion of life. • Do what works well in animation. • Build dynamic casts and show their relationships.
Game Character Animation • How is this medium different? • How well do techniques transfer?
Example: Monkey Island • Was it: - appealing?- memorable?- funny?- did it evoke your empathy? • Why? How? • How was the experience different than the films?
Example: Jak and Daxter • Game Developer’s Choice Award: Original Character of the Year—Daxter
Example: Jak and Daxter • Was it: - appealing?- memorable?- funny?- did it evoke your empathy? • Why? How? • How was the experience different than the films?