NBA Live 06 Animation Blending

As pointed out by one of his colleagues, the first instance of a prediction by the alsoran has come to pass. The gamespot videoreview of EA's NBA Live 06 for th...

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...

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 ...

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

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 ...

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...

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...