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Jonathan Cooper - Game Anim: Video Game Animation Explained

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Jonathan Cooper Game Anim: Video Game Animation Explained
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Game Anim: Video Game Animation Explained: summary, description and annotation

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Hints, tips, and best practices for creating video game animation learned from some of the largest and most successful video game productions in the world. This book de-mystifies the animation side of game development, explaining every step of the process while providing valuable insights and work philosophies for creating the best animation for beginners and professionals. Taking readers through a complete game project and featuring workable examples and interactive tutorial scenes, this book provides clear understanding of game animation fundamentals and explanations of the very latest in cutting edge technology and techniques to provide a holistic approach to the field of game animation-- Read more...

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Game Anim

Video Game Animation Explained

Game Anim

Video Game Animation Explained

Jonathan Cooper

CRC Press Taylor Francis Group 6000 Broken Sound Parkway NW Suite 300 Boca - photo 1

CRC Press

Taylor & Francis Group

6000 Broken Sound Parkway NW, Suite 300

Boca Raton, FL 33487-2742

2019 by Taylor & Francis Group, LLC

CRC Press is an imprint of Taylor & Francis Group, an Informa business

No claim to original U.S. Government works

Printed on acid-free paper

International Standard Book Number-13: 978-1-1-3809-487-1 (Paperback)

978-1-1-3809-488-8 (Hardback)

This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint.

Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers.

For permission to photocopy or use material electronically from this work, please access www.copyright.com (http://www.copyright.com/) or contact the Copyright Clearance Center, Inc. (CCC), 222 Rosewood Drive, Danvers, MA 01923, 978-750-8400. CCC is a not-for-profit organization that provides licenses and registration for a variety of users. For organizations that have been granted a photocopy license by the CCC, a separate system of payment has been arranged.

Trademark Notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identification and explanation without intent to infringe.

Library of Congress Cataloging-in-Publication Data

Names: Cooper, Jonathan (Animator), author.

Title: Game anim: video game animation explained / Jonathan Cooper.

Other titles: Game animator

Description: Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019. |

Includes bibliographical references and index.

Identifiers: LCCN 2018040843| ISBN 9781138094871 (pbk. : acid-free paper) |

ISBN 9781138094888 (hardback : acid-free paper)

Subjects: LCSH: Computer animation--Vocational guidance. | Video

games--Design--Vocational guidance.

Classification: LCC TR897.7 .C66 2019 | DDC 777/.7023--dc23

LC record available at https://lccn.loc.gov/2018040843

Visit the Taylor & Francis Web site at

http://www.taylorandfrancis.com

and the CRC Press Web site at

http://www.crcpress.com

For Clara & Jade,

whose adventures in real life

inspire me in the virtual.

Contents

Its an incredibly arrogant presumption to write a book on your chosen field, but in the intervening decades between my first falling in love with video game animation and now, the medium has become something of a desirable career path (and no one else was going to do it). Ive seen animation grow from a one-person throwaway on small teams to one of the largest multifaceted disciplines on the biggest video game projects and an important prerequisite for any studio with even modest storytelling ambitions. And yet, due to the mediums relative youth, the real details of game development are not covered by online articles or video tutorials, which instead focus on the (still very important) act of animation creation itself.

As I finish up this manuscript back home on a trip to Scotland, I realize I was fortunate to have grown up not just with games but also with the means to create computer arteven more so because my hometown birthed some of the most celebrated video game series in the world. While game development always seemed like an attainable career to me, I understand thats not the case for everyone. Similarly, video game animation (and development as a whole) has for years been economically inaccessible to most due to the cost of animation packages and tools. But with the internet; social media; and, most recently, the democratization of development with free game engines, animation tools, and digital distribution allowing anybody with a computer to start developing and get games out to an audience, I feel the time is now right to get everyone up to speed on this exciting field.

Written over the course of several years (because Im very much still actively shipping huge games), this book is the result of notes taken every time I hit a new development phase and listed everything I considered important, regardless of the project. With this book, I hope to impart much of nearly two decades of knowledge working on a variety of game types in both in-game and cinematic roles in animator, lead, and director positions to make the reader as rounded a game animator as possible. All of this is based on personal experience so is bound to cause some disagreement, as not every studio approaches game development the same way, but the following pages are what I have found to work across multiple studios regardless of team size and culture, and should allow the game animator to focus on whats important (which goes far beyond just making beautiful animations).

I really hope you find this book useful, and I cant wait to see what the aspiring animators of tomorrow will create. The medium of video game animation is so linked to technology that we are forever reinventing processes and techniques, always making characters and worlds even more believable to entertain players around the world.

Jonathan Cooper

The associated tutorial Azri character is property of Matthew Bachnick and is used under license, and cannot be used for commercial purposes.

The Last Guardian: 2016 Sony Interactive Entertainment Inc.

For Assassins Creed pictures: 2007-2017 Ubisoft Entertainment. All Rights Reserved. Assassins Creed, Ubisoft, and the Ubisoft logo are trademarks of Ubisoft Entertainment in the US and/or other countries.

For Prince of Persia pictures : 2003 Ubisoft Entertainment. Based on Prince of Persia created by Jordan Mechner. Prince of Persia is a trademark of Waterwheel Licensing LLC in the US and/or other countries used under license.

For Watch Dogs pictures: 2014 Ubisoft Entertainment. All Rights Reserved. Watch Dogs, Ubisoft and the Ubisoft logo are registered or unregistered trademarks of Ubisoft Entertainment in the U.S. and/or other countries.

There are too many talented folks Ive worked with over the years who have contributed to my own growth as a game developer and animator to mention. Special thanks, however, must go to Mari Kuwayama for interview translations, Sophie Brennan for rigging the featured Azri character, and the following folks who helped with image approvals and other advice: Alison Mori, Joel Macmillan, Etienne Allonier, Jay Hosfelt, Dan Tudge, Peter Bartholow, Jamaal Bradley, Joe Hixson, Jake Clark, Chris Brincat, Jay Britton, Max Dyckhoff, Michael Barclay, Wasim Khan, Jeremy Yates and Richard Boylan. Thanks also to Dayna Galloway for use of an Abertay laptop when I needed it most, and to Sean Connelly for being an all-round great publisher.

Jonathan Cooper is a video game animator from Scotland who has been bringing - photo 2

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