I think I have the Forward and Diagonal run animations looking respectable on our Mouse Hero. 

Animation… It’s really not something I’m good at.  I can analyze it and see what sucks but making the right changes usually causes more damage than good.  I’m getting the science done bit by bit, but someday soon I need to recruit a fortune hunter to take over this madness.  I would like to at least get the process perfected with Ben so we can just plug our animator in, set them to crispy, and walk away.  Or whatever it is animators do.

Fortunately I know some wicked talented people I would love to rope into my self inflicted nightmares.  Unfortunately it looks like I’m not much of a salesman.

I’ve been drawing a lot at work to keep up with our ever accelerating world builders who continue to impress me with their mastery of our style and all the quirks in the pipeline.  I feel like we’ve all settled into a very comfortable groove, communication is open and encouraged, and the art is improving daily as a result.  Its hard to not be stoked about that.

It does mean I’ve been resting my hand though, so no concepts to report. 

I continue to have good discussions on CDN, and a lot of good questions about the early design process for making games.  Most designers get trapped in a ‘can’t see the forest for the trees’ mindset.  Games are not complicated to design, its a pretty simple critical thinking exercise no more or less complicated than designing for any other major entertainment medium… but it presents some tricky questions that most people don’t know how to get in the right mindset to work through. 

I’m going to break this down a bit more in my next post. 

Its funny what your parents remember about you growing up compared to what you remember.  My dad reminded me today about how I would often be called down to the office in elementary school to fix the printer… a detail I’d totally forgotten. 

-AW

Filed under: All TalkDev Talk

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