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Session Name:

Animation Bootcamp: Fluid and Powerful Animation within Frame Restrictions

Overview:

How do you get the clearest, most fluid animation in a 2D game and make it work with responsive gameplay? This talk will explore how Skullgirls was animated and cover the importance of strong key frames, anticipation and timing, and how you can effectively get these principles across when your designer says only have six frames to deliver a punch. The talk will use examples from Skullgirls as well as other 2D fighting games, such as Darkstalkers and Street Fighter III: 3rd Strike, to show various ways of making an animation work. Lastly, the talk will cover what did and didn't work in Skullgirls and how far the animation has come in the years the game has been in development.

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  • GDC 2014
  • Mariel Cartwright
  • Lab Zero Games
  • free content
  • Visual Arts
  • Visual Arts