ABSTRACT

The best character animation has a strong creative intent, driving a compelling performance. With the addition of interactivity, game animation adds complexity to the craft of how best to balance art, design and technology to realize a character’s performance. As a director, you are responsible for not only defining a vision for how those should balance but also being a leader, mentor and advocate for your team. But in a field of rapid iteration of ideas and techniques, that strong creative intent can be easily lost or sacrificed if not properly fostered and defined.

Directing Game Animation: Building a Vision and a Team with Intent breaks down the process of creating an intentional animation vision that can be both unique and flexible. From defining the high-level experience to breaking down tech needs, projecting a team size and empowering everyone to work together, this book will help you to wrap your mind around a project’s animation needs.

Animation, like every part of a game, cannot succeed—let alone function—in a vacuum. This book looks to foster a discussion around the process, needs and benefits of an empowered animation team and its vision as a universal benefit for the entire industry.

This book is a guide to answer some of the most common questions people encounter when engaging with the overlap between creative and project leadership.

  • What is your role? Learn how to establish expectations and needs specific to the project and team.
  • How do you establish a vision? Learn how to better define and communicate creative topics such as a cohesive character performance and animation style.
  • How do you build a team? Learn how to establish early on the team structure, skills and workflows needed to deliver on the needs of the project.
  • How do you balance creative and production needs? Learn how to define quality, reviews and approvals in a way that empowers creativity and decision-making.

chapter 1|13 pages

The Role and Expectations

chapter 2|20 pages

Understanding the Project Vision

chapter 3|10 pages

Defining the Tools and Craft

chapter 4|12 pages

Defining Technical Needs

chapter 5|17 pages

Defining Team Structure

chapter 6|33 pages

Defining the Performance

chapter 7|18 pages

Defining the Animation Style

chapter 8|18 pages

Communicating the Vision

chapter 9|14 pages

Defining Quality

chapter 10|19 pages

Defining Scope

chapter 11|19 pages

Reviews, Approvals and Feedback

chapter 12|16 pages

Empowering the Team

chapter 13|5 pages

Afterword