Here's an update of what I've been up to at the studio recently, this time focussing on our combat system.
If you've followed GDC recently you may have seen the presentation Ninja Theory did with Epic Games showcasing some cool real-time, in-engine performance capture. With the release of our latest Hellblade cinematic trailer, here is a closer look at the tech and processes used to recreate Senua.
I had an interesting discussion about this, it's a great question and really got me thinking about what I would have found useful in that position. With the obvious suggestions like a good grasp of the animation principles and a growth mindset (always learning, improving and pushing for feedback) there's one that popped into my mind:
I ask myself this same question every day.
Animating for games can be a bit overwhelming at first if you're not familiar with what the differences are with other mediums. As with most things, if you break it down into a workflow that benefits you with focussed steps then it becomes much more manageable.
Here are some of the steps and thoughts I have when tackling this issue.
`Show Your Work` by Austin Kleon has become a firm favourite that I'll definitely be returning to regularly. It is a short and easy read, full of simple but great advice which applies to artists in any field. It's the kind of book that you can dive into on any page for little nuggets of wisdom and actionable steps. Thoroughly enjoyable and thought provoking.
"The key is process, not product. Share something new every day (but don't turn into human spam). Keep an amateur's mind ― where the possibilities are limitless. Be a connector, a teacher, an open node. Don't hoard."
Pick up the book here.
The latest Hellblade development diary is now online. I may or may not have made a guest appearance to give a brief overview of the techniques I'm using to create the movement animation set for Senua.
This is a cool little trick that I often use when trying to create good clear poses. It's great help for creating things like character idle poses and to view the staging of a shot without the distraction of textures and model details.