Tag Archives: animation

Porting Primer

Bridging the Generation Gap: Porting Games to New Platforms by Tom Bennet of Polygon.

From remasters to down-ports to cross-platform development, this is a brilliant introduction to the world of video game porting. Audio version read by Dave Tach via Polygon Longform podcast.

Separate from porting, I am ever intrigued by the following:

Commentators have also levelled criticism at the arguably destructive nature of certain re-releases. These titles exist on a spectrum; to use film as an example, there is an obvious difference between Criterion’s restoration work and LucasFilm’s treatment of the Star Wars films.

Cifaldi argues that true remasters — distinct from remakes or reinterpretations — respect the original artistic intent. “If we’re talking about The Last of Us Remastered, we’re talking about 3D assets,” says Cifaldi. “You’re actually going to the original source elements and presenting them in an even cleaner way than before. And I would argue that that is a totally valid approach for that kind of game; it is the equivalent of putting [Star Trek:] The Next Generation on Blu-ray.” [Edit: This paragraph originally omitted the Star Trek reference from Cifaldi’s quote.]

Is there any legitimacy in stating 2D animation is more evergreen than 3D? Are 8 and 16-bit sprites poorer quality 2D animations, or are do they stand in a class all their own? Are there any instances of 3D animation that stand the test of time?

I can look at Mario’s first primitive 8-bit version without any cringing. Mario’s 64-bit likeness on the other hand is rough on the eyes. In the world of cinema, there is no batting an eye to any classic hand-drawn animation. But even with today’s advances CG characters and worlds thread a fine-line between believable and terrible.

I guess what I’m trying to ask is is 2D definitive?

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Ultra Street Fighter IV Ultras without Cinematic Camera

The Verge:

It’s actually more fascinating to watch the way that different fighters’ complicated Ultra moves spread out, unobscured, across the stage. If you just want to see what the martial arts style of your favorite character looks like without the game’s normal careful cutting, you can click over to YouTube, where they’re separated out with bookmarks.

I was just telling a colleague how much I wish I had learned 3D modeling and animation. This video drives my longing home.

On the topic of Street Fighter, take a few minutes to enjoy Pete Holmes’ star-studded and hilarious Street Fighter: Red Tape. Kumail Nanjiani’s Dhalsim is tremendous.

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The Sacred and Profane

Garnett Lee of Garnett on Games discussing a call from listener James on the idea of the sacred and profane nature of games:

On the one hand, we have the mechanistic part of the game: the things that you do in the game, the systems that support those actions, the environments they take place in. On the other hand you have the designed aspirations: the story a game wants to tell, the emotions it wants to draw out of you, the atmosphere and imagination that it wants to inspire as you play the game.

My earliest childhood memory is of playing Mega Man 2. When I first saw the game, I was blown away by the dual-layers of tech and toys. There was something uniquely special and alive about Mega Man that would act as the catalyst for my interest in the games space. After hearing Garnett’s bit, I now realize that the power of Mega Man was in his simple and subtle “blink” animation. This interest became further perpetuated when an idle Sonic broke the fourth-wall, tapping his foot as he glared directly at me.

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