Creating an in-game character cutscene animation : Case study of the game Skábma – Snowfall
Kontio, Nea (2020)
Kontio, Nea
2020
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2020060417095
https://urn.fi/URN:NBN:fi:amk-2020060417095
Tiivistelmä
This thesis covers the different stages of creating in-game animations and studies which aspects build up a good and functional cutscene animation from a technical point of view. The thesis concentrates on character animations and briefly covers other supporting steps related to the cutscene creation process.
The thesis is divided into two parts. The theoretical part presents the most common industry standard animation and cutscene creation pipeline. The case study section follows the progress of one cutscene animation from the game Skábma – Snowfall by Red Stage Entertainment Oy. The section also offers different solutions and tactics on how cutscenes can be approached with limited resources and shows how they differ from the industry standard methods. This thesis is accompanied by several illustrative videos, in which the progress of the character animations can be seen and the first and second iteration of the full cutscene.
The case study makes it possible to conclude that creating quality cutscenes is a long process that acquires multiple steps. It can, however, be streamlined using various tools, physics simulations and ready-made assets. The key factors in making a good cutscene lie with quality animations and making the characters come to life with movements to their clothes and changes of expressions.
The thesis is divided into two parts. The theoretical part presents the most common industry standard animation and cutscene creation pipeline. The case study section follows the progress of one cutscene animation from the game Skábma – Snowfall by Red Stage Entertainment Oy. The section also offers different solutions and tactics on how cutscenes can be approached with limited resources and shows how they differ from the industry standard methods. This thesis is accompanied by several illustrative videos, in which the progress of the character animations can be seen and the first and second iteration of the full cutscene.
The case study makes it possible to conclude that creating quality cutscenes is a long process that acquires multiple steps. It can, however, be streamlined using various tools, physics simulations and ready-made assets. The key factors in making a good cutscene lie with quality animations and making the characters come to life with movements to their clothes and changes of expressions.