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BOSS FIGHT ANIMATIONS. Structure of a Boss Fight Animation and How it Preconditions a Player’s Actions

Kylmälä, Toivo (2022)

 
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Kylmälä_Toivo.pdf (18.18Mt)
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Kylmälä, Toivo
2022
All rights reserved. This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022052912880
Tiivistelmä
The aim of this thesis was to study and create a boss fight animation for a
fictional game character, MauMau2000. Qualitative methods were used by
analysing existing villains and their boss fight animations, and by prototyping own
animation.
The research started by explaining how villains are created and what makes an
effective villain for a game. It explained what types of villains there are in games
and describes some of them, in relation to the different types of villains, as well as
studying what are the visual characteristics that typically makes them identifiable
and their function.
Then the topic of animation in games, particularly the principal of Anticipation was
discussed to understand how it works to communicate to the player. Based on all
the research own character was created and this process is described thoroughly
as well as animating a fight sequence and evaluating the result of it.
Finally, it was proven that the Principle of Anticipation is a highly communicative
tool for players when tailored carefully and the resulting animation was an
effective test to understand how this principle should function in order to be
engaging and a successful part of gameplay.
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