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Old 06 July 2016, 13:52   #46
Marcuz
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Join Date: Jun 2002
Location: .
Age: 48
Posts: 5,562
This summer I will still be sludging through the opponents creation, trying to get a sense of what misses yet, or is out of place, in the growing and roaring sea of game assets.

Here below, a 3 minutes video in which I illustrate the creation process of a creature, from the puppet sketch to the final frames of animation in game.

[ Show youtube player ]

As I mention on passing in there, the dirty puppet underlying the animation, and the time it requires to be cleaned out, are a necessity for my keeping together the creature, to be able to give it consistency with all its frames and all the other creatures; this imposed constraint is actually boring to keep with, but effective in avoiding me going away in 100 different directions at the same time.

When I do not care for consistency, but only for expression, I would normally keep the puppet sketch, that encompass my understanding of the object, on one side, as a shorthand note, and do something only slightly related to it on a new page.

What I found is that in game design, that almost never happen, sadly.

As a result, this is the face of my dizzyness, that's amazingly similar to the result of hitting yourself with a magic in game.

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