God Eater 3 limited-time action demo announced for Japan, opening animation preview

Your daily selection of the hottest trending gaming news!

According to (This article and its images were originally posted on Gematsu September 22, 2018 at 04:17AM.)

God Eater 3 limited-time action demo announced for Japan, opening animation preview

A second God Eater Orchestra Live also announced.

Bandai Namco will release a free, limited-time action demo for God Eater 3 via the PlayStation Store in Japan “soon,” the company announced during the God Eater 3 Special Stage event at Tokyo Game Show 2018.

|

  • Got any news, tips or want to contact us directly? Feel free to email us: esistme@gmail.com.

To see more posts like these; please subscribe to our newsletter. By entering a valid email, you’ll receive top trending reports delivered to your inbox.

__

This article and images were originally posted on [Gematsu] September 22, 2018 at 04:17AM. Credit to the original author and Gematsu | ESIST.T>G>S Recommended Articles Of The Day.

 

Donations are appreciated and go directly to supporting ESIST.Tech. Thank you in advance for helping us to continue to be a part of your online entertainment!

 

 

 

 

Don’t Miss: Using a 3D pipeline for 2D animation in Dead Cells

Your daily selection of the hottest trending gaming news!

According to Gamasutra News (This article and its images were originally posted on Gamasutra News June 26, 2018 at 03:00PM.)

The Gamasutra Deep Dives are an ongoing series that aim to shed light on how specific design, art, or technical features within a video game come to be, in order to show how seemingly simple, fundamental design decisions aren’t really that simple at all.

Check out earlier installments, including creating drama through a multitude of simple tasks in Bomber Crew, or maintaining player tension levels in Nex Machinaand achieving seamless branching in Watch Dogs 2’s Invasion of Privacy missions.

Who: Thomas Vasseur, artist at Motion Twin

Hello friends,

“Big dreams yet limited means” could be the motto of pretty much all indie teams out there. It certainly was mine when I began work on our first steam game, Dead Cells, here at Motion Twin.

My name is Thomas Vasseur and for one year, I was the only artist on Dead Cells, designing and animating every aspect of the game. I was in charge of the Art Direction, characters, monsters, animations, special effects (FX) and most of the background of Dead Cells all on my lonesome… Until, fortunately, my evil twin Gwenael Massé came to help, factually doubling the number of artists on Dead Cells.

However, since being understaffed is a common reality in our sector, I think you might be interested in learning how I managed to stay sane during my time alone in the trenches. Assuming I’m still alive and all of this is not just an illusion.

What: A 3D workflow to design qualitative animations and new models – fast

I began by drawing a very basic 2D pixelart model sheet, which I use as a base creating the character and its skeleton in 3D (with 3DS Max), then I export it in filmbox format. The 3D modeling is very basic and would probably make the eyes of any credible 3D artist bleed.

But when the ingame height of the character will only be 50 pixels, well, spending lots and lots of time and energy on the 3D model seems quite cost inefficient.

A little homebrew program, developed for this very specific task, then renders the mesh in a very small size and without antialiasing, giving us that pixelated look.

Now, it’s time to make the model move. Dead Cells’ animations are designed, like 2D animations, on key frames. Once, and only once, the animation is convincing and correctly timed with the least amount of frames possible, I add interpolation frames before or after the key frames. Never in-between. Therefore, our attacking animations are essentially pose-to-pose animations, and we utilize VFX to give a sense of movement, impact and strength.

At this point, most of the work is done. We export each frame of the animation we made with the 3D skeleton to a .png, along with its normal map, allowing us to render the volume using a basic toon shader.

Exporting the whole as a sequence of frames also allows us to slip in a blend mode or two for an added wow effect.

Of course, these damn gameplay programmers can never get anything right the first time… They are always changing their minds. Which they actually should, really. In this case, my process for handling retakes is fairly simple demanding very little time. If the timings are the issue, moving the keyframes in the timeline will do the trick. Changing the pose isn’t really a problem either.

Let’s say this weapon is way overpowered, and we choose to slow down the attack animation to nerf it a bit.

Just moving the key frames and adjusting the pose to the new timing allows me to make my gameplay programmer happy (and me too, because I don’t have to throw my work – and eventually myself – out the window).

Actually, both of these retakes combined took me less time than uploading these GIFs, but that may also be because I’m a very inefficient Gif maker.

This 3D workflow also offers two other major advantages compared to a more traditional 2D process. Firstly, if I want to add some elements to an old model, for instance, a piece of armor, it’s easy as pie. I just have to attach the asset to the 3D model.

 

But the real benefit of 3D modeling is the ability to reuse old assets, designed for previous sprites, when creating new characters (in our case, mostly monsters).

This is probably the single most useful little trick in our workflow, sparing me hundred of hours of work, so I’ve got that going for me, which is nice.

Why?….

Continue reading…

  • Got any news, tips or want to contact us directly? Feel free to email us: esistme@gmail.com. To see more posts like this please subscribe to our newsletter by entering your email. By subscribing you’ll receive the top trending news delivered to your inbox.

__

This article and images were originally posted on [Gamasutra News] June 26, 2018 at 03:00PM. Credit to Author  Thomas Vasseur and Gamasutra News | ESIST.T>G>S Recommended Articles Of The Day.

 

 

 

People Are Trashing Mass Effect: Andromeda’s Animation

At the start of the year, there was minor controversy surrounding Mass Effect: Andromeda’s animations. According to fans, the Ryder, the protagonist, didn’t emote enough. At the time, Bioware chalked it up to a “facial performance bug” that they would “improve,” but now that a trial version of the game is widely available, folks are once again picking apart Andromeda’s animation quality.

On social media, players are sharing all sorts of clips highlighting stilted or silly animations, like in this video by xLetalis:

https://twitter.com/RatCasket/status/842234061959622656?ref_src=twsrc%5Etfw

https://twitter.com/RatCasket/status/842234676379058177?ref_src=twsrc%5Etfw

 In my time playing it, I have encountered some stiff facial animations that made me pause. The humans in particular don’t seem to emote enough, sometimes staring blankly, or blinking at odd intervals. Andromeda crosses into the uncanny valley at times. But, honestly, in the hours that I’ve poured into the game, these details haven’t ruined the experience. They’ll briefly take me out of the moment, sure, but a few awkward seconds in, say, a 15 minute engrossing conversation with someone is minor. I’ve yet to encounter any funny walking animations, personally.

Despite lackluster facial animations, the environmental animations/scenery can still be killer, and major cutscenes still look slick and detailed.

The aliens, I am happy to report, are so expressive, they sometimes upstage the humans.

In context, some of the clips people are sharing aren’t actually as terrible as they might appear, nor do they seem particularly worse than other recent games. I reviewed Horizon Zero Dawn last month, and I’d say that game had distractingly bad lip sync where the characters didn’t always make believable expressions…but most people overlooked that, because it had no bearing on the overall quality of the game. Bioware, on the other hand, has to wrestle with a giant negative stigma following the Mass Effect 3 ending, so fumbles like these seem more like an uphill battle. Shortcomings like occasionally wonky animations feed into the ongoing narrative that Bioware doesn’t give a shit about player’s experience, which realistically speaking, probably isn’t true.

In short: yes, some (but not all!) of Andromeda’s animations look hilarious online, and can be easily mocked, but it’s not actually a major deal while you’re playing it.