As
my interest lies in creation of innovative E-learning games, this panel
discussion led by Mr. Wayne Gilbert (Senior Animation Director of Black
Box) was quite informative about creating the right visual. They
tackled the issue of photo realism with intensity. It exists in films,
but do games really need it? I personally would like to see the
animation in games to be less cartoony and more photo realistic. It
would make the players feel like they are interacting with live
characters, thereby getting two-in-one package of watching a movie
while playing the game.
The panel, however, felt that "games
should be games and films should be films." This was rather an
unexpected response from the panel which was made mostly up of EA's
distinguished members. After all, photo realism is the bench mark of
EA games whereas Nintendo is more animation style. Stylization drives
technology, but capturing anatomically correct curvature in photo
realism is still quite difficult. The flaws are much less obvious with
cartoony animations.
As per the panel, photo realism will never
catch the image of real person. Facial expression is a major obstacle
since the animation characters are not technically acting but rather
"lipsinking." Mr. Gilbert used a scene from the movie Blade Runner as
an example. He first showed the clip where Roy, the blond replicant
says that "all those moments will be lost in time like tears in rain."
Next he showed an animated character lipsinking the same line, which
obviously lacked Rutger Hauer's charismatic performance. In order to
chanel animation (ie. to change direction of body), tighter unit of
body movement is essential. One of the challenge is to connect face
and body smoothly.
Overall rather than worrying about little details in animation, the panel suggested that we make fun games that
play well. As for team work, collaboration is the key to success.
Instead of animators passing finished artwork to soft engineers like a
factory assembly line, take active part in the process by speaking up.
Note that an engineer who overthinks too much is actually dangerous to
the project. More complex AI is, there is more chance of getting
bugs. Key is simplicity where "fat is cut off to keep everything lean
and focused." The artist needs to drive the implementation and the
style must serve the overall game plan. In order to achieve smooth
flow the animator has to plan well ahead, push for the script, and work
closely with the soft engineers.
The panel highly recommended
video referencing, where your co-worker video tapes you as you act out
the scene from the game. In other words, it is crucial to not just
accept the procedures as an animator. Try to develop an eye to see if
any movements are too stiff or awkward by motion capture (MoCap). See
how it works on real person by hiring actors, athletes, etc., but you
must direct them well otherwise they will move around too much.
They
touched upon the necessity of outsourcing due to tight budget and
challenging deadlines. Animators, however, must not lose creative
control. They must direct by communicating clearly with overseas
vendors. "Block task then polish task." Plan ahead and learn to
delegate work to other animators so they can also direct. It is all
about teamwork! Lastly, test your own game by playing it at early proto
stage and also with the final product. Don't just rely on your kid's
or other people's responses, but play it yourself to see how fun the game actually is.
One
last note from the panel is that games currently lack colour. They
look desaturated so it will be interesting to see which company steps
upto this challenge of breathing some life into animation in games.