AX3002- Reflecting on my project
So I decided to do a separate post for talking about my final project as I wanted to write my thoughts about the project from the beginning to the end and how I could have approached things differently or if I think I did the best with what I knew at the time.
So starting from the beginning which was actually during the summer I knew I wanted to do the game project as it’s something I have passion for and have a strong interest into the process of making games. I knew I was going to have to learn Unreal as I had watched GDC talks in the past and I recall them most of the time saying they like to see the animation in game, so I began work to look into how the basics of Unreal worked but most of my time was spent looking into how game animation are different to film animation though now looking back I would have recommend looking into unreal more as I could have learnt about game animation and the difference between them and film during the actual animation process.
The first part of my brief was the concept generation my main worry with this was not having enough animations for my final piece and not reaching the 80-100 cycles which was stated in that brief which now I understand I was clearly underestimating how much animation had to be done because if I went with some of my earlier drafts and didn’t tweak my final one to work with some of the animations I did I don’t think I would have had enough time to get everything done. This project has really opened my eyes in terms of how much animation goes into game for preforming some actions which at first may not seem like they need that much but the further you go down you realise how much you actual need and for me that was the cover animation as I did understand the majority of the animations I had to do but when it came to the cover transition stuff I released I would need actions of the character entering cover from the side which I didn’t really consider at the start. Another example was the climbing though this was to a small extent with the climbing up with the hands close together I didn’t really take into account I was going to need to do this animation twice one for each hand going first to make the action of moving up much cleaner.
Next up was Character design which I am still happy with how my characters look as I do still believe they are different enough to stand out and not be mistaken but fit into understandable roles that the characters have to perform I am also glad I was talked into focusing on just two characters by Mario as again I had stated in my previous paragraph I originally wanted to stealth takedowns which now knowing what I know I was again underestimating how many animations would need to be done to complete this action and having to make another character would have reduced the quality of my models rigs I think as I struggle with the skinning process and while not perfect far from it I think Rogue and the Drone turned out as models/ rigs well.
Next was the animation and here I began working through my cycles and here I basically used gathered my reference and animated to that blocking the poses and then proceeding to spline and then tidy up adding more key frames as needed, though towards the end of my project I began to work more with the graph editor to achieve little changes between poses as my keyframe method I used for my films would not always work due to how quick the pose would change which would cause the animation to jump and be less smooth. Though I do feel this project has changed how I approach animation and my process for making better animation and I even learned about some tool which can help me improve my animation with the main one being the “visualise arc” tool which I used to create the AZRI sword swing seen in my showreel.
After the animation was then testing them in Unreal which for one I do believe it might have been better to instead of having a “training area” as I called it building the environment as I went showing off the animation as I worked on them which with the current map I have would have changed the order I worked on each of the animation sets. As stated I feel like more knowledge in Unreal and the programming in animation would have benefited me greatly and while I could have learnt some of the basics during the summer and maybe having an understanding/ picking animations which wouldn’t have needed as much programming as I feel like I might have picked two game functions that are difficult to program and if I had considered that I might have only focused on one and done one and doing more animations to smooth them out.
Overall though I am happy with this project and while it may not be up to the standard I wanted to be I have learnt a lot and am happy with what I have been able to achieve/ learn though in a short amount of time and I definitely plan to continue to focus more down the gaming animation road and improve both my skills as an animator and in Unreal.











