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Animation Summit: Animating a Complex 2D Fighting Game 3 Frames at a Time
When starting to work on the hybrid turn-based/real time beat em up Treachery in Beatdown City, an important goal was to make 3 fighters with a lot of moves, and unique fighting styles. We also wanted to have dozens of enemies that didn't feel like copies of each other. We also wanted the fighting to feel impactful and purposeful. These lofty goals, which were probably unwise, meant the game needed a lot of animated attacks. But with only one artist/animator, this posed a major problem: How could we get this done? This talk will explain how a 2 person team of animator/artist and programmer adopted resourceful techniques and mindsets to get their player character and enemy animations created, all while keeping to the pillars of "uniqueness" and "impactful combat". This talk will also explain how low frame counts, when used correctly, can still feel great to players.
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