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	<title>Game Anim &#187; Game Animation</title>
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	<description>Blog of a Videogame Animator</description>
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		<title>Afrika: A Photo Journal</title>
		<link>http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/</link>
		<comments>http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/#comments</comments>
		<pubDate>Sun, 04 Jul 2010 13:38:15 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[afrika]]></category>
		<category><![CDATA[behaviour]]></category>
		<category><![CDATA[ik]]></category>
		<category><![CDATA[look-at]]></category>
		<category><![CDATA[photo]]></category>
		<category><![CDATA[quadruped]]></category>
		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1642</guid>
		<description><![CDATA[I recently returned from a photography trip to Afrika, where the animals were the most realistic I&#8217;d ever encountered. Impressive quadruped IK solving and a keen look-at awareness placed them firmly in the world, and their 24-hour behaviour was a joy to behold where linear scripted sequences were topped by a free-roaming intelligence allowing me [...]]]></description>
			<content:encoded><![CDATA[<p>I recently returned from a photography trip to Afrika, where the animals were the most realistic I&#8217;d ever encountered. Impressive quadruped IK solving and a keen look-at awareness placed them firmly in the world, and their 24-hour behaviour was a joy to behold where linear scripted sequences were topped by a free-roaming intelligence allowing me to approach from whichever direction I chose. I even jumped into a few shots myself once I&#8217;d acquired the tripod.</p>
<p style="text-align: center;"><img class="aligncenter" title="Afrika" src="http://www.gameanim.com/images/posts/AFRIKA_01.jpg" alt="Afrika" width="640" height="360" /></p>
<p style="text-align: left;">That&#8217;s more than can be said for my human companions. Our drunk driver Roger didn&#8217;t talk much, though he was always friendly, and the ice-queen with whom I shared a tent was 100% business. I even hung a picture of her on the wall and had the car re-painted in her favourite beige, but all to no effect. She wouldn&#8217;t even look at me&#8230;</p>
<p style="text-align: left;"><span id="more-1642"></span></p>

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<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_59/' title='AFRIKA™_59'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_59-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_59" title="AFRIKA™_59" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_60/' title='AFRIKA™_60'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_60-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_60" title="AFRIKA™_60" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_61/' title='AFRIKA™_61'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_61-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_61" title="AFRIKA™_61" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_62/' title='AFRIKA™_62'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_62-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_62" title="AFRIKA™_62" /></a>
<a href='http://www.gameanim.com/2010/07/04/afrika-a-photo-journal/afrika%e2%84%a2_63/' title='AFRIKA™_63'><img width="150" height="150" src="http://www.gameanim.com/wp-content/uploads/AFRIKA™_63-150x150.jpg" class="attachment-thumbnail" alt="AFRIKA™_63" title="AFRIKA™_63" /></a>

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		<title>Ghibli Game</title>
		<link>http://www.gameanim.com/2010/06/24/ghibli-game/</link>
		<comments>http://www.gameanim.com/2010/06/24/ghibli-game/#comments</comments>
		<pubDate>Thu, 24 Jun 2010 13:58:28 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Film Animation]]></category>
		<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[level 5]]></category>
		<category><![CDATA[no country queen]]></category>
		<category><![CDATA[studio ghibli]]></category>
		<category><![CDATA[white ash]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1624</guid>
		<description><![CDATA[I used to love anime when I was a kid, growing up on Akira and the Japanese/French series Cities of Gold, and patiently waiting for Manga UK to import each episode of  The Guyver into my local game store. That was until I realised that beyond a small collection of gold, most anime is utter shit, (or [...]]]></description>
			<content:encoded><![CDATA[<p>I used to love anime when I was a kid, growing up on Akira and the Japanese/French series Cities of Gold, and patiently waiting for Manga UK to import each episode of  The Guyver into my local game store. That was until I realised that beyond a small collection of gold, most anime is utter shit, (or rather, culturally at odds with my western sensibilities). The only studio that has continued to peak my interest with every new release is Studio Ghibli &#8211; surely the Pixar of Japan &#8211; so it&#8217;s really exciting to see a videogame co-produced by them, Level 5, and a guy called Joe.</p>
<p><a href="http://www.gameanim.com/2010/06/24/ghibli-game/"><em>Click here to view the embedded video.</em></a></p>
<p>While I can&#8217;t fault the animation, it would be nice to know if they experimented with removing the in-between interpolation to more accurately recreate the 2D feeling, as some charm is lost when the motion is smoothed out during the initial comparison they give. Regardless, I&#8217;m sure the studio&#8217;s consistently endearing characters come through in the story as much as in these great visuals.</p>
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		<title>Autodesk FBX Plugin for Quicktime</title>
		<link>http://www.gameanim.com/2010/05/25/autodesk-fbx-plugin-for-quicktime/</link>
		<comments>http://www.gameanim.com/2010/05/25/autodesk-fbx-plugin-for-quicktime/#comments</comments>
		<pubDate>Tue, 25 May 2010 12:02:31 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[autodesk]]></category>
		<category><![CDATA[fbx]]></category>
		<category><![CDATA[file]]></category>
		<category><![CDATA[format]]></category>
		<category><![CDATA[mocap]]></category>
		<category><![CDATA[quicktime]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1513</guid>
		<description><![CDATA[While it&#8217;s always been a format for mocap files, its recent adoption as an optional non-proprietary animation import format by the Unreal 3 Engine as well as take-up by development teams within the industry means .fbx is fast becoming the real standard format for transferring animation data between varying content-creation packages and game engines, so [...]]]></description>
			<content:encoded><![CDATA[<p>While it&#8217;s always been a format for mocap files, its recent adoption as an optional non-proprietary animation import format by the Unreal 3 Engine as well as take-up by development teams within the industry means .fbx is fast becoming the real standard format for transferring animation data between varying content-creation packages and game engines, so it&#8217;s great to see an improved plugin release for previewing .fbx files in Quicktime.</p>
<p style="text-align: center;"><a href="http://usa.autodesk.com/adsk/servlet/pc/index?id=6837478&amp;siteID=123112" target="_blank"><img class="aligncenter" title="Autodesk FBX" src="http://www.gameanim.com/images/posts/AutodeskFBX.jpg" alt="" width="640" height="278" /></a></p>
<p>This should certainly factor into anyone&#8217;s plans to create an animation or motion-capture database for their studio &#8211; something that&#8217;s good for both animators and designers to ensure both parties are aware of the content they have at their disposal. <a title="FBX Quicktime Viewer Plugin" href="http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&amp;id=10775855" target="_blank">Download the fbx plugin for Quicktime here.</a></p>
]]></content:encoded>
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		<title>Naturalmotion&#8217;s Backbreaker</title>
		<link>http://www.gameanim.com/2010/05/23/naturalmotions-backbreaker/</link>
		<comments>http://www.gameanim.com/2010/05/23/naturalmotions-backbreaker/#comments</comments>
		<pubDate>Mon, 24 May 2010 00:48:01 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[backbreaker]]></category>
		<category><![CDATA[euphoria]]></category>
		<category><![CDATA[gta4]]></category>
		<category><![CDATA[naturalmotion]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[red dead redemption]]></category>
		<category><![CDATA[red ring]]></category>
		<category><![CDATA[red ring of death]]></category>
		<category><![CDATA[rockstar]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1475</guid>
		<description><![CDATA[I just got my second Xbox Red Ring, leaving me out of the Read Dead Redemption multiplayer action for the foreseeable future. Given that I got the first one as soon as I stuck Rockstar&#8217;s last opus GTA4 in the tray I&#8217;m wondering if they&#8217;re overclocking the console in a similar manner to which Chains [...]]]></description>
			<content:encoded><![CDATA[<p>I just got my <a href="http://www.gameanim.com/2008/05/02/grand-theft-euphoria/" target="_self">second Xbox Red Ring</a>, leaving me out of the Read Dead Redemption multiplayer action for the foreseeable future. Given that I got the first one as soon as I stuck Rockstar&#8217;s last opus GTA4 in the tray I&#8217;m wondering if they&#8217;re overclocking the console in a similar manner to which Chains of Olympus did on the PSP. Is this even possible via software?</p>
<p><a href="http://www.gameanim.com/2010/05/23/naturalmotions-backbreaker/"><em>Click here to view the embedded video.</em></a></p>
<p>That old post reminds me that Rockstar are still one of the few developers that have fully adopted Naturalmotion&#8217;s behavioural physics-based Euphoria, (most likely due to NM&#8217;s stipulation of inserting their own guys onto your team), leading to some unresponsive controls which are thankfully greatly decreased in the recent cowboy offering. The big sell will undoubtedly be their soon-to-be-released &#8220;Backbreaker&#8221; above, featuring character-on-character interactions as a centrepiece.</p>
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		<title>Braid: Animation Sprite Sheets</title>
		<link>http://www.gameanim.com/2010/03/11/braid-animation-sprite-sheets/</link>
		<comments>http://www.gameanim.com/2010/03/11/braid-animation-sprite-sheets/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 13:36:19 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[braid]]></category>
		<category><![CDATA[character animations]]></category>
		<category><![CDATA[david hellman]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[sprite sheet]]></category>
		<category><![CDATA[sprites]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1225</guid>
		<description><![CDATA[I&#8217;m playing through Braid again after the initial realisation that years of hand-holding in 3D have softened my platforming and puzzle-solving skills, and took a trip over to the portfolio site of David Hellman, artist behind the beautiful painterly worlds. While the painterly style is the defining feature, the animation does fit the unsettling Czechoslovakian [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" title="Tim Run Braid" src="http://www.gameanim.com/images/posts/tim-run-70pc.gif" alt="" width="84" height="98" />I&#8217;m playing through Braid again after the initial realisation that years of hand-holding in 3D have softened my platforming and puzzle-solving skills, and took a trip over to the portfolio site of David Hellman, artist behind the beautiful painterly worlds. While the painterly style is the defining feature, the animation does fit the unsettling Czechoslovakian fairytale stop-motion aesthetic perfectly, (especially the  expressionless goombas that wander the levels &#8211; creatures that could have been lifted right out of my childhood nightmares).</p>
<p>Beyond examples of animated gifs like the one included here, you can <a href="http://www.davidhellman.net/braidbrief.htm" target="_blank">download Photoshop PSDs of all the character animations in the game from this handy location.</a> Certainly worth a look to get an idea of the animation process behind this wonderfully infuriating little game.</p>
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		<title>Unreal Engine 3 For Free</title>
		<link>http://www.gameanim.com/2009/11/07/unreal-engine-3-for-free/</link>
		<comments>http://www.gameanim.com/2009/11/07/unreal-engine-3-for-free/#comments</comments>
		<pubDate>Sat, 07 Nov 2009 19:07:09 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[animset]]></category>
		<category><![CDATA[animtree]]></category>
		<category><![CDATA[download]]></category>
		<category><![CDATA[engine]]></category>
		<category><![CDATA[epic]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[kismet]]></category>
		<category><![CDATA[matinee]]></category>
		<category><![CDATA[sdk]]></category>
		<category><![CDATA[unreal]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=1009</guid>
		<description><![CDATA[This week Epic released their Unreal3 SDK for free download for non-commercial use, which is the same development software we use here to create Mass Effect 2 (minus custom bells and whistles). I&#8217;d recommend this over any other engine for those wanting to break into the industry right now as it&#8217;s fast becoming a standard [...]]]></description>
			<content:encoded><![CDATA[<p>This week Epic released their <a href="http://www.udk.com/" target="_blank">Unreal3 SDK for free download</a> for non-commercial use, which is the same development software we use here to create Mass Effect 2 (minus custom bells and whistles).</p>
<p><a href="http://www.gameanim.com/2009/11/07/unreal-engine-3-for-free/"><em>Click here to view the embedded video.</em></a></p>
<p>I&#8217;d recommend this over any other engine for those wanting to break into the industry right now as it&#8217;s fast becoming a standard across many studios and any level of knowledge of its various animation-related systems like Matinee, Kismet, FaceFX and the AnimSet and AnimTree editors would certainly be a boost at the entry level. Nowadays I&#8217;m seeing Unreal3 experience on CV&#8217;s alongside traditional software like Max and Maya, so get downloading and start tinkering away&#8230;</p>
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		<title>Sackboy: An Animated Diary</title>
		<link>http://www.gameanim.com/2009/10/28/sackboy-an-animated-diary/</link>
		<comments>http://www.gameanim.com/2009/10/28/sackboy-an-animated-diary/#comments</comments>
		<pubDate>Thu, 29 Oct 2009 03:27:33 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[Rigging]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[little big planet]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[media molecule]]></category>
		<category><![CDATA[rig]]></category>
		<category><![CDATA[sackboy]]></category>
		<category><![CDATA[sony]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=983</guid>
		<description><![CDATA[I&#8217;m currently playing through this one on my new PS3 slim and must say that of all the unique features Little Big Planet has, the puppet-like emoting is the most fun I&#8217;ve had in ages. Here&#8217;s a little bit of info on the animation in (I believe the incoming PSP version of) the game. Looks [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m currently playing through this one on my new PS3 slim and must say that of all the unique features Little Big Planet has, the puppet-like emoting is the most fun I&#8217;ve had in ages. Here&#8217;s a <a href="http://blog.us.playstation.com/2009/10/littlebigplanet-sack-it-to-me-psp-goodness-part-1-edition/" target="_blank">little bit of info</a> on the animation in (I believe the incoming PSP version of) the game.<a href="http://blog.us.playstation.com/2009/10/littlebigplanet-sack-it-to-me-psp-goodness-part-1-edition/" target="_blank"></p>
<p><img class="aligncenter" src="http://www.gameanim.com/images/posts/LBP.jpg" width="500" height="199"></a></p>
<p>Looks like a simple rig in Maya to compliment the game nicely, and they use morph shapes for the facial emotes which seems a natural fit given the squashiness of the character.</p>
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		<title>Street Fighter IV Animation Swap</title>
		<link>http://www.gameanim.com/2009/07/16/street-fighter-iv-animation-swap/</link>
		<comments>http://www.gameanim.com/2009/07/16/street-fighter-iv-animation-swap/#comments</comments>
		<pubDate>Thu, 16 Jul 2009 13:26:41 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[Rigging]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[ik]]></category>
		<category><![CDATA[skeleton]]></category>
		<category><![CDATA[sound effects]]></category>
		<category><![CDATA[street fighter IV]]></category>
		<category><![CDATA[visual effects]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=763</guid>
		<description><![CDATA[An enterprising player has figured out how to swap out animation sets on the PC version of Streetfighter IV, to great comic effect. What&#8217;s most interesting about this is that it&#8217;s all handled very gracefully (doesn&#8217;t break the system, which could have happened so easily) revealing a little about how their animation is stored. That [...]]]></description>
			<content:encoded><![CDATA[<p>An enterprising player has figured out how to swap out animation sets on the PC version of Streetfighter IV, to great comic effect. What&#8217;s most interesting about this is that it&#8217;s all handled very gracefully (doesn&#8217;t break the system, which could have happened so easily) revealing a little about how their animation is stored. That the animations remap so well displays a consistent skeleton hierarchy (or bone naming convention) across all characters shown, which one would expect given the humanoid shape of each character in the game.</p>
<p><a href="http://www.gameanim.com/2009/07/16/street-fighter-iv-animation-swap/"><em>Click here to view the embedded video.</em></a></p>
<p>All body animation appears to be rotation-only, given that the limb lengths do not warp and stretch to assume the positions of the bones in the animations. IK does however appear to be solved for each limb as the arms and legs of the shorter characters hyper-extend (stretch out) to meet the required feet and hand positions of the original animations. The only visual artifacts like this occur in the face, showing that position keys must be involved in creating the facial animations.</p>
<p>The camera animations for intros and special moves are bundled with the animation sets, highlighting that both the sound and visual effects of the chosen character remain intact on the character rather than the animation sets and play out on corresponding actions quite well. This illustrates that there must be identically organised sets of each for every character.</p>
<p>[via <a href="http://www.giantbomb.com/news/heres-a-reason-to-play-street-fighter-iv-on-pc/1543/" target="_blank">GiantBomb</a>]</p>
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		<title>Soul Calibur&#8217;s Breast Bones</title>
		<link>http://www.gameanim.com/2009/06/06/soul-caliburs-breast-bones/</link>
		<comments>http://www.gameanim.com/2009/06/06/soul-caliburs-breast-bones/#comments</comments>
		<pubDate>Sat, 06 Jun 2009 17:24:40 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[Rigging]]></category>
		<category><![CDATA[bones]]></category>
		<category><![CDATA[breasts]]></category>
		<category><![CDATA[eve]]></category>
		<category><![CDATA[namco]]></category>
		<category><![CDATA[soul calibur]]></category>
		<category><![CDATA[technical]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=657</guid>
		<description><![CDATA[In a recent japanese videogame tech magazine, (why don&#8217;t we have these?), Namco discusses the optimisation of Soul Calibur&#8217;s female skeletons from the PS3 to the PSP: In both Soul Calibur IV and Soul Calibur Broken Destiny, everything, including fabrics, is animated by â€œbonesâ€. On the PS3, there are two separate bones in each breast, [...]]]></description>
			<content:encoded><![CDATA[<p>In a recent japanese videogame tech magazine, (why don&#8217;t we have these?), <em>Namco </em>discusses the optimisation of Soul Calibur&#8217;s female skeletons from the PS3 to the PSP:</p>
<p style="text-align: center;"><img class="aligncenter" src="http://www.gameanim.com/images/posts/SoulCaliburBreasts.jpg" alt="" width="640" height="273" /></p>
<blockquote><p>In both Soul Calibur IV and Soul Calibur Broken Destiny, everything, including fabrics, is animated by â€œbonesâ€.</p>
<p>On the PS3, there are two separate bones in each breast, giving a total of four, and it is these which give rise to breast motion, whereas on the PSP for the sake of load reduction things had to be simplified. We managed to obtain satisfactory results with only one â€œboneâ€ across both breasts.</p>
<p>Swaying breasts may be most enjoyable, but from time to time we are warned that they move a little too much.</p></blockquote>
<p>Via <a href="http://www.andriasang.com/" target="_blank">andriasang.com</a></p>
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		<title>SNK Pixel Art Gallery</title>
		<link>http://www.gameanim.com/2009/05/31/snk-pixel-art-gallery/</link>
		<comments>http://www.gameanim.com/2009/05/31/snk-pixel-art-gallery/#comments</comments>
		<pubDate>Sun, 31 May 2009 17:34:39 +0000</pubDate>
		<dc:creator>Jonathan</dc:creator>
				<category><![CDATA[GAME ANIM Articles]]></category>
		<category><![CDATA[Game Animation]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[dot art]]></category>
		<category><![CDATA[king of fighters]]></category>
		<category><![CDATA[pixel art]]></category>
		<category><![CDATA[playmore]]></category>
		<category><![CDATA[shinkiro]]></category>
		<category><![CDATA[SNK]]></category>
		<category><![CDATA[sonic the hedgehog]]></category>

		<guid isPermaLink="false">http://www.gameanim.com/?p=626</guid>
		<description><![CDATA[Still on my pixel art trip, I created this out of fridge magnets the other day. Coincidentally, one of the guys at work forwarded this page by SNK Playmore illustrating their methods for pixel art creation, (which they refer to as &#8220;Dot Art&#8221;.) While I&#8217;ve always been a fan of Capcom&#8217;s games, I do appreciate [...]]]></description>
			<content:encoded><![CDATA[<p>Still on my pixel art trip, <a rel="thumbnail" href="http://www.gameanim.com/images/posts/SonicPixelArt.jpg" target="_self">I created this</a> out of fridge magnets the other day. Coincidentally, one of the guys at work forwarded <a href="http://kofaniv.snkplaymore.co.jp/info/15th_anniv/2d_dot/index.php" target="_blank">this page by SNK Playmore</a> illustrating their methods for pixel art creation, (which they refer to as &#8220;Dot Art&#8221;.) While I&#8217;ve always been a fan of Capcom&#8217;s games, I do appreciate that SNK&#8217;s character art and animation are superior, with a personal preference for the realistic style of <em>Shinkiro</em> below.</p>
<p style="text-align: center;"><a href="http://kofaniv.snkplaymore.co.jp/info/15th_anniv/2d_dot/index.php" target="_blank"><img class="aligncenter" src="http://www.gameanim.com/images/posts/SNK.jpg" alt="" width="640" height="354" /></a></p>
<p>There are instructions as to the various stages of the art creation but unfortunately the text is image-based so I can&#8217;t babel it. While there are 5 characters at the time of writing, it looks like it&#8217;s going to grow over time so certainly something to check back on.</p>
<p><em>UPDATE: Thanks to <a href="http://jasonporath.com/" target="_blank">Jason Porath</a> for swiftly providing a translation for the stages of production:</em></p>
<ol>
<li>Get the design of the character, usually from the art director, or sometimes Rough Design. One character usually takes about 3 days.</li>
<li>Make a 3d model of the character. This usually takes 2 weeks per character. You also make the ranges of motion, which takes around 2 months/character.</li>
<li>Render out the 3d character. To bake out all the animation for one character usually takes around 2 weeks.</li>
<li>Touch up the render, according to art director&#8217;s wishes. This usually takes 1 week per character.</li>
<li>Add in additional stuff like wrinkles, muscle creases, and the like, while maintaining the form. This takes each character around 6 and a half months (!). This is where all the character&#8217;s consistency in form is checked.</li>
<li>Adding in gradients. This takes 2 and a half months per character.</li>
</ol>
<p>Each character usually has around 500 frames of animation, but some are up to 4x that.</p>
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