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MaToPi's Animation Blog

Friday, November 4, 2016. This week it's been a very busy one at the studio, I will be honest by saying Videogames are one of the HARDEST things to do. It's very difficult to get the whole thing right. It's like a Tango dance between art and programming at the rhythm encompassed by the design elements of the game. One could not exist without the other. But the player won't see them while playing. He will just push forward and Voilà! The magic will happen. Just miliseconds (and hard to get it right).

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MaToPi's Animation Blog | matopi.blogspot.com Reviews
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Friday, November 4, 2016. This week it's been a very busy one at the studio, I will be honest by saying Videogames are one of the HARDEST things to do. It's very difficult to get the whole thing right. It's like a Tango dance between art and programming at the rhythm encompassed by the design elements of the game. One could not exist without the other. But the player won't see them while playing. He will just push forward and Voilà! The magic will happen. Just miliseconds (and hard to get it right).
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1 matopi's animation blog
2 animating for videogames
3 the hip
4 peace
5 posted by
6 marce
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9 blogthis
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MaToPi's Animation Blog | matopi.blogspot.com Reviews

https://matopi.blogspot.com

Friday, November 4, 2016. This week it's been a very busy one at the studio, I will be honest by saying Videogames are one of the HARDEST things to do. It's very difficult to get the whole thing right. It's like a Tango dance between art and programming at the rhythm encompassed by the design elements of the game. One could not exist without the other. But the player won't see them while playing. He will just push forward and Voilà! The magic will happen. Just miliseconds (and hard to get it right).

INTERNAL PAGES

matopi.blogspot.com matopi.blogspot.com
1

MaToPi's Animation Blog: Running Scared

http://matopi.blogspot.com/2016/02/running-scared.html

Tuesday, February 2, 2016. On the last entry we talked about the importance to have a reference in animation and also the difficulties that might arise when we try to animate a very complex and cartoonish movement. With the help of a drawn reference it is possible though, to have an almost immediate appreciation about what the end result might be without having to go all the way down to blocking on the software. Once you have your basic poses in place, lets have a look of it without the 2D lines:. Now it...

2

MaToPi's Animation Blog: This is what I'm talking about

http://matopi.blogspot.com/2016/09/this-is-what-im-talking-about.html

Thursday, September 15, 2016. This is what I'm talking about. I just posted a brief explanation on how to approach first person view walk cycles in games and today I found this nice surprise on "gametrailers.com". It´s none other but our fellas from Zero Point Software and their title "Interstellar Marines". On the following video you can see how they take the immersion element on their game and come up with one of the best animations I've seen on this category (fps). September 17, 2016 at 7:05 PM.

3

MaToPi's Animation Blog: 2016

http://matopi.blogspot.com/2016

Friday, November 4, 2016. This week it's been a very busy one at the studio, I will be honest by saying Videogames are one of the HARDEST things to do. It's very difficult to get the whole thing right. It's like a Tango dance between art and programming at the rhythm encompassed by the design elements of the game. One could not exist without the other. But the player won't see them while playing. He will just push forward and Voilà! The magic will happen. Just miliseconds (and hard to get it right).

4

MaToPi's Animation Blog: How to animate a First Person Run, Walk and Sneaky Walk Cycles

http://matopi.blogspot.com/2016/08/how-to-animate-first-person-run-walk.html

Monday, August 1, 2016. How to animate a First Person Run, Walk and Sneaky Walk Cycles. Well I was at this job interview the other day, when the interviewer asked me about the experience I had animating sequences from a first person perspective. You know, the view you have of things through your own eyes, like in games in the shooter genre. I´d better show you some samples". Actually, even when there are A LOT of first person shooters out there, I've only seen this accurately represented in DICE's "Mirro...

5

MaToPi's Animation Blog: September 2016

http://matopi.blogspot.com/2016/09

Thursday, September 15, 2016. This is what I'm talking about. I just posted a brief explanation on how to approach first person view walk cycles in games and today I found this nice surprise on "gametrailers.com". It´s none other but our fellas from Zero Point Software and their title "Interstellar Marines". On the following video you can see how they take the immersion element on their game and come up with one of the best animations I've seen on this category (fps). Subscribe to: Posts (Atom).

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MaToPi's Animation Blog

Friday, November 4, 2016. This week it's been a very busy one at the studio, I will be honest by saying Videogames are one of the HARDEST things to do. It's very difficult to get the whole thing right. It's like a Tango dance between art and programming at the rhythm encompassed by the design elements of the game. One could not exist without the other. But the player won't see them while playing. He will just push forward and Voilà! The magic will happen. Just miliseconds (and hard to get it right).

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