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Video Game Design Composition
Timing
Timing
is how long a given action lasts. When simulating an action, the
action should match either real-world physics or the physics the player expects
to see in the game world. That means that a falling hammer should take as long
to fall as it does in the real world. Animation timing falls in two categories:
physical timing and theatrical timing.
Physical timing matches the time for animated events with real world
events. Theatrical timing is slowing down, rewinding, and speeding up sections
of an animation for an emotional effect. Using a slow-motion section of
animation to show the hammer smashing the character’s hand instead of the
nail is an example of theatrical timing. This helps show detail and creates an
emotional connection with the audience to feel the pain felt by the character. In
another example of theatrical timing, many video games have a “kill cam” to
replay the game events that show how the player’s character died.
Timing can also involve the use of moving holds. A character should never
be static for a long time. Instead, some slight movement should be animated.
In the real world, even when somebody is standing still, there is usually some
movement. He or she might sigh, wipe his or her forehead, scratch an itch, or
blink. People and animals are almost never completely motionless.
Exaggeration
Exaggeration
is amplifying some aspect of the action beyond what is
normal. Artistic license is taken to divert from reality. An item can be made
larger, brighter, or noisier to provide higher contrast or interest in the object. If
the hammer hits the character’s thumb instead of the nail, the thumb can be
made bright red, super-sized, and pulsing to show the pain. This exaggeration
draws attention to the main action of the scene.
In video game design, it is common to exaggerate items. The motion of
a strong character’s kick or height the character can jump is exaggerated to
demonstrate super strength. Objects are drawn larger for emphasis, like the coins or
tokens the player needs to collect.
Often, things like health rewards,
ammo, or weapons are exaggerated
with a glowing
aura
so the player
can find them easily. The story will
usually determine which items need
additional focus and emphasis.
Performing the Action
Performing the action is animating the objects to achieve the objective. The
principles of animation that apply to this stage are anticipation, squash and
stretch, arcs, follow-through and overlapping action, secondary action, and
slow in and slow out.
Anticipation
Anticipation
is an event to announce a major action. In the real world,
many events have anticipation. Think about a sneeze. Before you sneeze, you
inhale quickly, tip your head back, and raise your hand or arm to cover your
nose. Everyone who sees this move knows exactly what is about to occur.
CHEAT CODE: AURA
An aura is an energy field around an
object or character that serves to
highlight it.
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