Get the latest Education e-news
  • Game Industry for Entry Level Artists: The Portfolio

    - Samuel Crowe

  • featureAnimation Artist

    Show that you have an in-depth knowledge of the technical aspects of rigging. Rigs may vary from one character to another.

    Show that you can animate both organic and inorganic objects.

    Secondary motion, follow through, squash and stretch, and strong poses are all good things to show.

    It’s important to show that you understand the limitations of game engine requirements. This can be done by showing that you can “envelope” your characters using a rigid envelope and still maintain a smooth deformation in your mesh.

    Also show that you can animate “in place.” When animating for “in-game,” your character will rarely move through space. Instead, all the animations happen in place and, usually, your character must end in the same position it started in.

    Run, walk, jump, death, shooting, idle, attack, and damage animations are all common animations and should be shown.

    Some basic modeling skills should be shown as well. This shows that you are aware of how the geometry must be constructed for the best results when animating (modeling for animation). One edge that isn’t turned in the correct position could cause your character’s ribcage to cave in when animated.

    Take motion capture data and use that as basis for an animation or that you simply clean up and apply to something totally different. As an example would, take some motion capture data of a drunk and apply that to a character with 3 joints in its arms and legs.

    Take mocap data and have it animate in place and not travel through space.

    Show that your character’s feet never penetrate through the ground. This is a big thing and can be harder than it sounds.

    Climbing, falling, swimming and any “off the ground” animations should be shown.

    Provide AVI/MPGs (etc.) of animations so people can download them and view them. Keep these small and to the point. A long drawn out animation is nice, but it really doesn’t apply to game animation, unless you’re applying for a cinematic animator.

    For cinematic animators, simply combine this section along with that of the level designer/environment artist.

    Be sure that you understand the difference between pre-rendered cinematic and in-game cinematic. Pre-rendered cinematics require a great deal of work and a fairly powerful machine. These are animations that are rendered out with music, sound, and post effects. In-game cinematics are animations that are created using the game engine and existing art assets. Both are time consuming and usually require storyboards.


comments powered by Disqus