The Animation Process Of Ori & The Blind Forest

GDC 2025
7 Aug 201529:33

Summary

TLDRThe video discusses the challenges and intricacies of creating a 2D animation pipeline in a game, specifically using a bespoke method for character animations. It highlights the significant memory costs involved, particularly with high-resolution textures and numerous frames, and addresses the limitations of dynamically modifying characters and animations. The speaker shares creative solutions for character movement and animation transitions, emphasizing the importance of custom tools and personal content creation. Overall, while the pipeline presents challenges, it allows for a high level of artistic control, making it a preferred approach for animators dedicated to quality.

Takeaways

  • 😀 Texture memory is a major concern in game development, especially for detailed sprites.
  • 🐩 Rendering large characters, like the owl in Ori, can lead to significant memory competition among assets.
  • đŸ› ïž Modifying character designs mid-production (e.g., adding horns) requires re-rendering all frames, complicating workflow.
  • ⏳ Rendering times can be lengthy, necessitating the use of render farms for efficient production.
  • 🌄 Solutions for foot placement involve custom animation adjustments to maintain character realism on uneven surfaces.
  • ⚙ Dynamic animation techniques, such as adjusting speed based on player input, enhance gameplay fluidity.
  • 🌊 For swimming animations, layering multiple versions allows for smooth transitions without noticeable seams.
  • 🕒 Limited production time may render complex pipelines unfeasible for smaller teams or projects.
  • 🎹 The speaker prefers a highly controlled content creation process, ensuring personal vision is maintained.
  • đŸ€– Unity's flexibility allows for custom pipelines, but developers often have to build systems from the ground up.

Q & A

  • What is the primary con of using a sprite pipeline in animation?

    -The main drawback is the extensive texture memory required to render all sprites, which can lead to competition for precious memory resources among various game elements.

  • How does a sprite animation pipeline limit character design changes?

    -If a character needs design changes, like adding horns, all frames must be re-rendered, increasing workload and rendering time, making rapid changes impractical.

  • What are blend trees, and why are they significant in animation?

    -Blend trees allow for smooth transitions between different animations, like idling, walking, and running, based on player input. They are crucial for creating dynamic and responsive character movements.

  • How does the character's foot placement issue get addressed in the game?

    -The character is rotated to match the surface normal, and additional idle animations are created to handle different slopes, allowing for better integration with the environment.

  • What innovative solution was used for swimming animations?

    -Multiple versions of the swimming animation were created for different angles, allowing the engine to dynamically choose the appropriate animation based on the character's position.

  • What challenges arise with rendering character animations in high detail?

    -High-detail animations can significantly increase rendering time, requiring efficient management of resources and potentially necessitating a render farm for complex scenes.

  • Why might the sprite pipeline not be suitable for all game development timelines?

    -For teams with limited time, like a year or 18 months, the resource-intensive nature of the pipeline may be unfeasible compared to simpler animation methods.

  • How does Unity facilitate the animation process for 2D games?

    -Unity provides flexibility in creating custom pipelines, though it doesn't offer a structured system, encouraging developers to build tailored solutions from scratch.

  • What is the role of content creation tools in the animation pipeline?

    -Robust content creation tools can simplify the animation process, allowing for rapid iteration and modification, thus enhancing creative control over the game's visuals.

  • What personal preference does the speaker express regarding animation control?

    -The speaker prefers having total creative control over animations, wanting to ensure everything appears exactly as envisioned without relying on automated systems.

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Étiquettes Connexes
Game DevelopmentAnimation TechniquesSprite-BasedUnity EngineCreative ControlMemory Management2D AnimationDeveloper InsightsIndie GamesVisual Storytelling
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