Well, that was an interesting E3 this year. For my part, I ran around the show floor and made executive decisions on which games are currently “bringing it” in terms of animation and character art. That’s always been my favourite part of the spectacle, showing where the bar is set for the coming year to know where we should be aiming. Then came the reaction to a tweet of mine calling out an argument I feel strongly about, (that of inclusiveness in games), which added fuel to the #womenaretoohardtoanimate hashtag.
In my educated opinion, I would estimate this to be a day or two’s work. Not a replacement of 8000 animations. http://t.co/z4OZl3Sngl
— Jonathan Cooper (@GameAnim) June 11, 2014
Thankfully, this site allows me to elaborate further on the reasoning behind those 140 characters. But first, a qualification of the “2 days” estimation because, after all, this is a blog on video game animation. On reading comments in the aftermath it would appear many people online fell into one of two camps: