Summoner Interview, Dev Diary
6:00 AM | Andy Largent | Comment on this story
An interview posted by Volition Watch features Tim Borrelli, a character animator for the upcoming 3D RPG Summoner. He discusses a number of topics related to his job, including the "Summoner Geeks" movie he did a couple of weeks ago which featured a parody of Dungeons and Dragons fans. Here's an excerpt from the Q&A about character animation versus cutscene animation:
How would you say animating cutscenes compares to animating characters?In other Summoner news, PC IGN has posted yet another Summoner Developer Diary update. This issue is by artist Peter Han, who talks about the other side of character creation, actual modelling and skinning. Han has done some amazing work, and it is definitely interesting to see how he goes from an initial idea to finished model. If you are interested in this process, this is well worth checking out.
This is a good question. For in-game characters, each animation is a cycle. So the action starts at a pose and ends at the same pose. With cutscenes, you have to take into account position of the characters over the course of the entire thing, shot by shot, from start to end. Also with cutscenes, you have to deal with the characters acting, not just performing an action. Getting human emotion pegged correctly is difficult, and figuring out the right times to use different expressions, without overdoing it, is insanely hard. It's worth it in the end, though, when it comes out looking how you envisioned it.
Summoner is set for release later this Winter for Mac and PC, preceded by a version for Playstation 2.
Volition Watch Interview
Summoner Dev Diary
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