Basics

Game animation primers

Loco_Roco

Basics: Look-At System

Recently, my DS charger has gone missing and I've resorted to playing MJ's PSP. I've always been turned off by their size and reported lack of quality original ...
Splinter_Cell_Chaos_Theory

Basics: IK and Weight

The alsoran cautiously picked this up due to the series-damaging sequel, produced by the (apparently inexperienced) Ubisoft Shanghai studio. However, this lates...
Mario_64

Basics: Mario 64 Case Study

Back in the days when sprites were moved around the screen in a linear fashion, with pixel-perfect accuracy often required to overcome single-screen levels and ...
Gran_Turismo_3

Basics: Making Character-Driving Fun

Imagine a racing game where the cars grip the road with almost glue-like quality, that can accelerate to maximum speed in the blink of an eye, where races are d...
Basics: Animation Blending

Basics: Animation Blending

In the past, animations on videogame characters have played sequentially. When one ends, another begins, regardless of whether the action is fire-and-forget or ...
Flashback

Basics: Flashback Case Study

Developed by the late French developer Delphine Software, this spiritual successor (not a sequel) to their 1991 hit Out of This World (Another World in PAL terr...
Final_Fight

Basics: Fast vs Slow

Traditionally, videogames have three character archetypes around which all modern character selections are based. Slow but strong, fast but weak, and an average...