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.
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.|
Marco Pedrana, graphic slave of Two Bits Kid, artist.
I don’t really have blue sparkles on my face.