I've arranged a meeting for tomorrow with both Lynn and Robin to discuss my idea and so today I have been trying to summarise my thoughts and beat them into some sort of sense and order. I've also been trying to write down any questions i think of so i can get the most out of the meeting. Here are my notes so far:
Question type thing?:
Player immersion and how character animations can affect it.
Things i may need to consider within my research:
Body Language
Environment Design (so the character would have something atmospheric to react to)
Restrictions of character animation within games
Target audiences
Story based game play
Game animation techniques
Questions:
Would i need the help of a programmer?
Would it be better if i rigged and produced my own character for the tests?
Is what I've thought of too narrow or too broad?
How could i incorporate more concept work into the project?
Would i need to look into environment tension for the purpose of more immersive tests?
Would it be an idea to attempt to team up with an environment design project?
Are any/all of my questions stupid?
I've taken out some books from the library including Understanding Animation just on the off chance it contains something useful. The first of many I'm sure, I'll make a note of the books i take out on here and any useful things i find from the books.
Books
1.Understanding Animation -Paul Wells
2.Acting for Animators - Ed Hooks
3.Acting for Animators (Revised) - Ed Hooks (there was a reason i got out both)
4.The complete Animation course - Chris Patmore
I feel fairly unprepared for honours. I have a lot of drive and motivation but I can't seem to figure out how to channel it into the right places. And I'm trying really hard not to let my nerves get in the way of my thought processes. I just want more of a plan.
Update: Just watched followed a webchat done by the lead animator and a senior animator at blitz games just wanted to keep a record of the answer they gave to where do you see game animation going...
"Creatively I think we’ll just continue to push the realism of animation, edging closer to feature quality. For example, animating a blink a few years back was simply an upper & lower lid rotating in a linear fashion. Now we’re thinking about which lid moves faster/further, ‘how’ the lid actually moves, the way it squeezes in more than one axis, all the muscles around the eye that are also affected like the brows and the cheeks, asymmetry in a blink, the many different variations of a blink - half blink, double blink, offset blink., and it goes on and on.
Technically I think we’ll see a shift from where animation is created. We’ll move away from everything being hand crafted in programs like Maya, and be creating more content in the actual games editor. Square Enixs new Luminous Studio engine unveiled at E3 shows they have listened to artists demands to be able to change content faster & on the fly. Valves new source filmmaker even has graph editor like functionality, making it possible to edit & create animation in the editor. It makes sense to move this way as looking at animations in a vacuum doesn’t show us what the end result will look like. In the editor we can see how all our animations are being blended together and how player response and gameplay design are affecting them. It will also speed workflow and feedback as they’ll be no need to keep re-exporting files. It’s exciting times !"
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Things to do next
Previous
Create a generic walk cycle for a 3rd person game character (warming up for future tests)
Write some notes on existing game animations. - ongoing.
Borrow Understanding Animation from the Library
Write about games with animations I think are done well
New
Make notes on first set of books (1,2,3 and 4)
Write up revised topic of study
Write a basic plan of attack
Stop panicking