"Let's talk about Games" is a series of short interviews produce by iAnimate Games with key players from the video game industry. In this video we talk with Lead Cinematic Animator at Ready at Dawn Studios and iAnimate Games instructor, Kevin Rucker. Check out the entire series: vimeo.com/album/1967625
In our 10th podcast we speak with Assassin's Creed 3 Animation director, Jonathan Cooper. Jonathan talks about the ins and outs of animation as it pertains to today's gaming industry and his roll in this triple A title.
It all started with mirrors. Spurred on by its insatiable hunger for the unknown, Reddit’s gaming community flitted between poring brainpower over why reflections don’t commonly appear in FPS games, the inevitable meme-orized destruction of the topic, non-Euclidean mind trips, and kittens. Eventually, the Jeopardy-like attention span shifted to first-person animation design. Discussion threads sprouted, recipes were shared, an expert was called in: Infinity Ward animator Chance Glasco who, in a weekend AMA thread, shared knowledge on the intricacies of constructing and positioning some of the most frequently glimpsed weapon animations of the genre from the Call of Duty series.
This was posted on May 24th, 2009 and is still a great read!
As someone who has been back and forth between games and film for many years, I thought it might be interesting to offer my perspective on what I think are vastly different animation pipelines.
In my opinion, when it comes to animation, games and film begin their production process needing (not wanting) vastly different things, and this ultimately sets the tone for how animation is critiqued, processed and approved over the course of almost the entire project.