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Video Game Design Composition
The purpose of this set of principles is to provide guidelines and structure in
the three key areas outlined in Figure 11-7: composing the scene, performing
the action, and mechanics. These principles are so universal in creating a great
scene that they can be equally applicable to sound engineering.
Composing the Scene
Constructing the scene is creating the basic objects needed in the scene.
The principles of animation that apply to this stage are appeal, staging, timing,
and exaggeration.
Appeal
Before beginning to animate a scene, it is important to review the concepts
of character development and storytelling. Appeal is the emotional connection
between the character, the scene, and the audience. In the case of a character,
the design and animation should match the character’s personality. A shy and
timid character should have slow movements, slack posture, and withdrawn
body language. Conversely, a boss character should have bold and flamboyant
movements and exaggerated body language.
The characters should have attributes that viewers can relate to and like,
even for enemy characters. Use symbolism and color to convey meaning and
set the mood. Posture, movements, and actions must be consistent with the
archetype of the character. Finally, the character should have unity on its
own and unity with the action and scene. The traits that make the character
interesting should fit with the role and abilities needed in the story.
Staging
Animation is not just about moving an object, it is also how that object
is seen. In a game, there are many ordinary objects and some important
objects.
Staging
allows the artist to draw attention to the area or objects
of greatest importance. Techniques such as hiding or revealing the item of
central interest and visual causal chains help add to the suspense and draw
interest into the scene. A visual causal chain is simply one consisting of
elements that can be seen.
Composing the Scene Performing the Action Mechanics
Appeal Anticipation Solid Drawing
Staging Squash and Stretch Straight-Ahead and Pose-to-Pose Action
Timing Arcs
Exaggeration Follow-Through and Overlapping Action
Secondary Action
Slow In and Slow Out
Figure 11-7.
Goodheart-Willcox Publisher
The three key areas of animation are: composing the scene, performing the action, and
mechanics. This table shows the area in which each of the 12 principles of animation fits.