Post news RSS May 9th, 2018: Getting INT-Depth – Animations

In this installment of Getting INT-Depth, we are putting the spotlight on our Animations team and their progress towards INT. Special thanks to Nigel Cunningham, Animation lead, for taking the time to sit down with us and talk animations!

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In this installment of Getting INT-Depth, we are putting the spotlight on our Animations team and their progress towards INT. Special thanks to Nigel Cunningham, Animation lead, for taking the time to sit down with us and talk animations!

If you are a newcomer, make sure to check out our first installment of Getting INT-Depth here to learn more exciting information about the world of INT.

Create, Finish, Revamp!

Creating an ideal animation is never a “one and done” type deal, it is a constantly evolving process. More times than not, an animation that is deemed “finished” will have to be revamped later on to fit increasing demands of precision that comes with a games evolution.

Take the animation below as example. This is a simple walking animation that was used during earlier game development.

The animation has since then been revisited and tweaked to meet the higher standards of a new character model. The movement looks much more fluid!

Below are a couple more examples of revamped animations that you will encounter on a regular basis while playing INT.

Death animation:

Death animation revamp:

Rifle animation:

Rifle animation revamp:

Realistic Approach

Nigel and the team have come a long way on the animations for the characters in INT. They have made a concerted effort to fully connect the complete body as realistically as possible to create a lifelike experience.

As you can see from the animation below, the head model moves accurately as characters rotate around and lines up shots just like real life.

This hard work has laid the groundwork for all animations going forward and can be applied throughout the different characters from Dr. Jones to the Vape Clown.

Key Frames

For those of you curious about the technical process of animation design, we would like to give you some info about Key Frames.

Below is an animation consisting solely of Key Frames. Key Frames are like the starting and finish line of a movement and they are an important factor in creating a fluid animation.

Once the Key Frames are identified, the next step is to fill up the “in between” of Key Frames. This is a very complex process that requires a lot of meticulous work as seen below in the GIF.

Hard work always pays off though and after a lot of tinkering the animation is transformed into a life-like fluid movement.

Conclusion

As you can see the hard work and countless hours of tinkering at animations is paying off. Nigel and the Animation team’s efforts in the little details is what will bring INT to life. Keep your eye out for more to come! Thanks again to Nigel for explaining how their process has unfolded and shedding light on what to expect for INT in the future.

Currently Recruiting:

3D Modeler
We are looking for a 3D Modeler to create and polish 3D models for the game. You will be collaborating with the team in creating 3D models that meet polygon-count and texture quality requirements. You will also need to be able to enact upon instructions from the Art team Lead and the Project Lead.

3D Animator
We are looking for an Animator to join the Art team to rig characters and create animations for the game. You will be collaborating with fellow members of the team in the creation and polishing of 3D animations.

Unity Engine Programmer
We are looking for Unity Programmers. You will be working with our Coding team Lead to implement systems and mechanics using C# language.

PR Links:

As always you can find us on the following sites and social media. We are looking for feedback on the game and our progress so please let us know how we are doing. If you have any questions or suggestions please feel free to comment or reach out, as we love hearing from our followers!

Comments
impatienttortoise
impatienttortoise - - 2 comments

gotta say I liked the original death animation better, even if it was a little less smooth than the revamp. But some editing could have made it pretty good. The new one kinda just flops, there's no real character to it, even if the animation is "higher quality". The rifle animation is definetly a step in the right direction though, still a bit stilted, with the posing being kinda weak, he should take a bit more of a defensive stance.

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