My buddy Sean sent me this link, and personally I think the style is absolutely beautiful! It can be found on Charles Tinney's Blog, Chazamation. Recently, I met with a local game studio here in Denver and he mentioned adding some cycles to my demo reel, especially if I'm trying to get into the gaming industry. If that's your case too, you should definitely read this and watch this awesomeness!! Thanks for sharing Charles!! __________________________________
Age of Empires Online Animations Part 1 Dear John
Age of Empires Online (AoEO) is now in the hands of
Gas Powered Games,
so my work on it is complete. I was one of two animators on the
project. My initial role, once the art style was finalized, was to
concept and visualize the animation style that best complimented the
game’s art direction. It was great pulling reference from Looney Tunes
and old Disney shorts. Through animation reference, exploration,
pushing, pulling, trial, error, I eventually hit a style that was wacky
and exaggerated in some circumstances, and kind of an overly animated
subtlety for most cases; both with an overall defined timing and spacing
that melded the extreme and subtle together. Wow, I hope that doesn’t
sound like a bunch of babbling bullshit.
For example: during some attacks and deaths I could just go wild and
create an animation that was really extreme. Other attacks were
“ordinary”, but still shared the timing and spacing that was a staple of
the style. Idles and movement animations were pretty subtle. Boreds
were a mix of extreme and well… boring, and other animations were a bit
of both: extreme timing and holds with a nice subtle overlap on limbs,
capes, and other floppy bits on the main action.
Once that phase of the project finished, and the animation style
squared away, it was time to move on and actually create animations on
characters for game purposes. So I could actually put to good use the
knowledge gained from creating the style used, which was somewhat of a
first for me: create the style and create nearly all animations for the
characters in the game. So, just a bit of explanation, though I was one
of two animators, the other is our technical genius
Juan Martinez. He creates all of the art tools used on all projects at
Robot Entertainment,
which was his primary role during the course of AoEO. That took up the
majority of his time while my only role is to animate because I suck at
the smartzz. That’s how I ended up animating almost the entire game,
which is definitely a fun and challenging undertaking.
This is getting wordy; time for purdy moving picatures. I want to
share (and will over the course of time) all of my work on the project.
Since there is so much, I’ll space out the animations in different
posts. This being post numero uno.
I want to start the first post off with the deer because she’s one of
the first characters I animated for the game while also coming back and
adding in more animations over the course of the project; and I feel it
shows the animation style well. I wanted to convey a cheerful, fearful
personality. Happy-go-lucky, clueless, but yet… there’s always death
around the corner.
Click on the images to view the animations. Animations require quicktime to view.
I typically start off with Idle and Jog animations to get a feel for the character.
Idle Jog 1
Jog 2 BIGJog
The bored set of animations is where I wanted to present the “fearfulness” of this helpless, juicy, meaty, tasty, animal.
Bored 1 Bored 2
Bored 3
Every one has to die sometime, and in AOEO deer die all the time.
Death 1 Death 2
If one of the buddies kicks the bucket, this is the “johnny just bit it, and I’m getting the F out of here” run.
Run
Munching on some bush.
Graze 1 Graze 2
Relaxin’
LayDownSet
I hope you enjoyed the deer set of animations for
Age of Empires Online. There’s more to come… later. So stay tuned.