Showing posts with label Animation. Show all posts
Showing posts with label Animation. Show all posts

Wednesday, September 19, 2007

Working as an Animator


I recently received an e-mail from one of the 1up.com users with some questions regarding what it is like to work as an animator and if I could share some of my experiences as well as what parts of GOW 2 did I work on. Sincethere might be some people that might also be interested in pursuing a career as an animator in the future, I decided to share the questions and the answers and post them. Here are the original questions that were sent to me as well as my responses:


Q: I just finished GoW2 and spotted your name in thecredits. What scenes did you animate?


A: I mainly worked on animations for the main character, Kratos. These include most of his new special moves, Icarus Wing special moves, Titan Mode, Sword of Olympus, Barbarian Hammer, Spear of Destiny, Earth, Wind, Medusa, and Electricity magic moves.


Q: Can you share some of your experiences with me? Is it stifling, "production monkey" type of work or is that just the bitter talk of grumpy burnouts?


A: I definitely cannot speak for any grumpy burnouts that may be out there, but as far as my experience is concerned I can say that being an animator has been fun and anything but stifling. Please keep in mind that my perspective comes from working at video game companies. I cannot speak for the environments and work conditions that are found in TV animation and motion picture FX houses. I have worked on more than 5 game projects and I have never felt like I was a “production Monkey” of any sorts. However, I would be lying if I didn’t mention the fact that there have been many long hours and crunch periods that I had to endure. Hours can be long at times but work can also slow down to almost a halt right after a game is shipped since there is some down time between projects.


Q: How much creative input would a character animator have?


A: As a game animator you have lots of input as to how characters move and act. It is often the case in which a single animator must take charge of several characters in a project and define their movement while closely working with game designers.


Q: How prominent are unions?


A: If your goal is to work for film and television, then it is a safe bet that you will most likely have to be part of a Union. As far as the game industry is concerned however, Unions have not been formed yet. Perhaps this is something that may change in the future as Video Game production is becoming more like film, especially with the rising budgets of next gem games.


Q: Are you always worried about finding stable work?


A: If you plan to work in film or television I would have to say yes since animators are usually hired from project to project. Working in games is different because generally people are hired full time and continue to work form one project to the other, even during the pre production phase. These are all the questions so far.


If anyone else has any more questions regarding this topic I would be more than happy to answer as best as I can. Thanks for the questions and thanks for reading.

Monday, March 26, 2007

Animation Mentor Student Showcase: Winter 2007



I came across this in CGtalk.com. Really impressive stuff:

Animation Mentor Student Showcase: Winter 2007

This program is training some really good animators all across the globe!

Wednesday, March 21, 2007

La Lune



Currently, my wife Kyung Hee is working very hard on a short film project called La Lune. She has had this story planned out for some time and is having the opportunity to make it come to life. I would like to share with you a few screen shots of her current progress.




Her first completion deadline is comming up soon, but she is making good progress. To see more about La Lune please follow the link on the right

Friday, March 16, 2007

IGN: The New Generation of Animation

I came across an interesting article on IGN talking about Nex-Gen animation techniques. Check it out:

IGN: The New Generation of Animation

This article is interesting because it brings up the point of how visual elements in games are advancing rapidly and how animation must keep up. However the article mainly focuses on animation of realistic humanoid characters,which goes in hand with the new trend of high realism that many Nex-Gen games are aiming for. I feel that some of these tools will be very valuable for realistic games and of course sports games. I have been very impressed by the motion capture techniques displayed in recent games such as the latest Fifa Soccer and Madden Football. It is obvious that motion capture and real-time, physic driven reactions are perfect to capture the realism of the sports that these games are emulating.




My main concern however, is how these tools will work and be implemented (if they are even used) into future instalments of games such as Devil May Cry, Zelda, and God of War, which feature many characters that are not humanoid and can often have a cast of bizarre creatures and Monsters that are not bipeds. How would these techniques and tools enhance a stylized game such as Ratchet and Clank or Okami? How will their implementation enhance or hinder the gameplay experience? We shall soon see.
Honestly I have yet to see a game in which Rag-Doll physics looks better than Canned reactions.

Tuesday, March 13, 2007

The Road To Mithril Hall




Not too long ago my friend Ben Dai found out that someone posted up our student film on YouTube.com. After searching around I was surprised that it has actually been posted 4 to 5 times already by different users. I was also surprised that people have posted many positive comments. It also seems that some people had some questions about this film, so I decided to use this blog to post some facts about it:

-Made by Ben Dai and Bruno Velazquez during the 2000-2001 Fall Semester at California Institute of the Arts in Valencia CA.
-The film was inspired by charcters found in novels written by R.A. Salvatore which include Drizzt(Dark Elf),Bruenor (Dwarf), Wulfgar (Barbarian), and Entreri (Assasin).
-As many of the Drzzt fans have noticed, we took several artistc freedoms in the portayal of the charcters as well as with the actual events as compared to the novels.
-The film was originally posted on Motionzoo.com
-This is a traditional 2-D film and was put together using Pothoshop and After Effects
- Ben Dai works for Blizzard entertainment and is part of the Cinematics team. I just completed work on God or War 2 for Sony Computer Entertainment.
- This film helped my break in to the game industry.

We really appreciate the comments made by everyone regarding our film and if there is more interest we would like to someday team up again and perhaps make a 3-D version this time. Please feel free to post some questions here and I will be happy to answer them.