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Index
Half Title
Title Page
Copyright Page
Dedication
Contents
Preface
Additional Legal Notices
Acknowledgments
Author
Chapter 1: The Video Game Animator
What It Means to Be a Video Game Animator
Artistry & Creativity
Technical Ability
Teamwork
Design Sense
Accepting the Nature of the Medium
Life Experience
Different Areas of Game Animation
Player Character Animation
Facial Animation
Cinematics & Cutscenes
Technical Animation
Nonplayer Characters
Cameras
Environmental & Prop Animation
Required Software & Equipment
Digital Content Creation (DCC) Software
Game Engines
Reference Camera
Video Playback Software
Notepad
Chapter 2: The Game Development Environment
Finding the Right Fit
Studio Culture
Team Strengths
Game Pillars
Team Size
Team Dynamics
Game Animator Roles
Gameplay Animator
Cinematic Animator
Lead Animator
Animation Director
Principal Animator
Technical Animator
Animation Technical Director
Other Game Development Disciplines
Programming
Art
Design
Audio & Effects
Quality Assurance
Management
Public Relations & Marketing
A Video Game Project Overview
Phase 1: Conception
Phase 2: Preproduction
Phase 3: Production
Phase 4: Shipping
Phase 5: Postrelease
Chapter 3: The 12 Animation Principles
Principle 1: Squash & Stretch
Principle 2: Staging
Principle 3: Anticipation
Principle 4: Straight Ahead & Pose to Pose
Principle 5: Follow-Through & Overlapping Action
Principle 6: Slow In & Slow Out
Principle 7: Arcs
Principle 8: Secondary Action
Principle 9: Appeal
Principle 10: Timing
Principle 11: Exaggeration
Principle 12: Solid Drawings
Chapter 4: The Five Fundamentals of Game Animation
Feel
Response
Inertia & Momentum
Visual Feedback
Fluidity
Blending and Transitions
Seamless Cycles
Settling
Readability
Posing for Game Cameras
Silhouettes
Collision & Center of Mass/Balance
Context
Distinction vs Homogeneity
Repetition
Onscreen Placement
Elegance
Simplicity of Design
Bang for the Buck
Sharing & Standardization
Chapter 5: What You Need to Know
Basic Game Animation Concepts
Common Types of Game Animation
Cycles
Linear Actions
Transitions
Skeletons, Rigs, & Exporting to Game
How Spline Curves Work
Collision Movement
Forward vs Inverse Kinematics
Intermediate Game Animation Concepts
State Machines
Parametric Blending
Partial Animations
Additive Layers
Physics, Dynamics, & Ragdoll
Advanced Game Animation Concepts
Procedural Motion & Systems
Full-Body IK
Look-Ats
Blend Shapes
Muscle Simulation
Animated Textures/Shaders
Artificial Intelligence
Decision-Making
Pathfinding
Chapter 6: The Game Animation Workflow
Reference Gathering
Don’t Be Precious
Animate Pose to Pose over Straight Ahead
Rough It In
Get It In Game!
Iteration Is the Key to Quality
Blocking from Inside to Out
Pose-Sharing Libraries
Keep Your Options Open
Use Prefab Scenes
Avoiding Data Loss
Set Undo Queue to Max
Configure Auto-Save
Save Often
Version Control
Chapter 7: Our Project: Preproduction
Style References
Defining a Style
Comparisons
Realism vs Stylized
Who Is the Character?
Previz
Gameplay Mock-Ups
Target Footage
Prototyping
Pitching the Game
Chapter 8: Our Project: Technical Animation
Character Setup
Modeling Considerations
Skinning
Rigging
Animation Sharing
File Management
File-Naming Conventions
Folder Organization
Referencing
Exporting
Export Data Format
Engine Export Rules
Animation Memory & Compression
Animation Slicing
In-Engine Work
Event Tags
Blend Timing
Scripting
Test Levels
Asset Housekeeping
Digital Content Creation Animation Tools
Chapter 9: Our Project: Gameplay Animation
The Three Cs
Gameplay Cameras
Settings & Variables
Camera-Shake
Ground Movement
The All-Important Idle Animation
Seamlessly Looping Walk/Run Cycles
Animating Forward vs In Place
Inclines, Turning, & Exponential Growth
Strafing
Starts, Stops, & Other Transitions
Ten Common Walk/Run Cycle Mistakes
Jumping
Arcs
Take-Off
Landing
Climbing & Mantling
Height Variations & Metrics
Collision Considerations
Cut Points & Key Poses
Alignment
Attack Animations
Anticipation vs Response
Visual Feedback
Telegraphing
Follow-Through & Overlapping Limbs
Cutting Up Combos
Readability of Swipes over Stabs
Damage Animations
Directional & Body Part Damage
Contact Standardization
Synced Damages
Recovery Timing & Distances
Impact Beyond Animation
Chapter 10: Our Project: Cinematics & Facial
Cinematic Cameras
Field-of-View
Depth-of-Field
The Virtual Cameraman
The Five Cs of Cinematography
Cutscene Dos & Don’ts
The 180 Rule
Cut on an Action
Straddle Cuts with Camera Motion
Trigger Cutscenes on a Player Action
Avoid Player in Opening Shot
Use Cuts to Teleport
End Cutscenes Facing the Next Goal
Avoid Overlapping Game-Critical Information
Acting vs Exposition
Allow Interaction Whenever Possible
Avoid Full-Shot Ease-Ins/Outs
Track Subjects Naturally
Consider Action Pacing
Place Save Points after Cutscenes
Planning Cutscenes
Cutscene Storyboarding
Cutscene Previsualization
Cutscene Workload
Scene Prioritization
Cutscene Creation Stages
The Eyes Have It
Eyelines
IK vs FK Eyes
Saccades
Eye Vergence
Thought Directions
Lip-Sync
Phonemes
Shape Transitions
Facial Action Coding System
Sharing Facial Animation
Creating Quantities of Facial Animation
Troubleshooting Lip-Sync
Chapter 11: Our Project: Motion Capture
Do You Even Need Mocap?
How Mocap Works
Different Mocap Methods
Optical Marker–Based
Accelerometer Suits
Depth Cameras
Performance Capture
The Typical Mocap Pipeline
Mocap Retargeting
Mocap Shoot Planning
Shot-List
Ordering/Grouping Your Shots
Rehearsals
Mocap Previz
Working with Actors
Casting
Directing Actors
Props & Sets
Prop Recording
Set Building
Virtual Cameras
Getting the Best Take
Working with Mocap
Retiming
Pose Exaggeration
Offset Poses
Hiding Offset Pose Deltas
Blending & Cycling
Chapter 12: Our Project: Animation Team Management
Scheduling
Front-Loading
Prioritizing Quality
De-Risking
Predicting Cuts & Changes
Adaptive Schedules
Conflicts & Dependencies
Milestones
Teamwork
Collaboration
Leadership
Mentorship
Hiring
The Animation Critique
Outsourcing
Chapter 13: Our Project: Polish & Debug
Closing Stages of a Project
Alpha
Beta
Release Candidates & Gold Master
Animation Polish Hints & Tips
Foot-sliding
Popping
Contact Points
Momentum Inconsistency
Interpenetration
Targeted Polishing
Memory Management & Compression
Debugging Best Practices
Test/Modify Elements One by One
Version Control Comments
Avoid Incrementally Fine-Tuning
Troubleshooting
Chapter 14: The Future
Getting a Job
The Game Animation Demo Reel
What to Include
Editing Your Reel
The Reel Breakdown
Your Résumé
Your Web Presence
The Animation Test
Incoming Technologies
Virtual Reality
Affordable Motion Capture
Runtime Rigs
In-Game Workflow
Motion Matching
Procedural Movement
Machine Learning
Index
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