I have the incredible fortune to be your Animator for Wasteland 2. I want to open the channel of communication for anybody that is interested in discussing the application of animation in our project. This will be a spot I can check frequently so we can discuss the animation. If you have an interest in the inner workings of game development, maybe I can give you insight from an Animators perspective.
Animation in Wasteland 2 was an unknown for me, never having worked with the Unity engine before. I did know one thing in my mind though when we started: I wanted to hand-key the animations. Its an ambitious goal of mine and one I hope fans appreciate in the end. Its my feeling that I can bring more personality and flexibility to the animation, as opposed to using motion capture. Plus, lets face it; as an Animator I will be more artistically invested in my hand-keyed animations. Even with the best motion capture actors you are many times stuck using what you have recorded. The unique aspects and camera of this game do present some good opportunity and challenge for me as an Animator.
One of the struggles as an Animator in games is the animation system. A good system can make or break the look of the animations. The animation is broken into so many different pieces that if you dont have some decent way of controlling that, the entire flow of the animation can feel off. Animation systems have evolved a LOT in the past few years. Wasteland 2 is not a controller driven game and many of these systems are designed for analogue input. I needed a simpler solution and I think Ive found one.
Browsing the Unity store for animation solutions I found exactly what I needed. I am familiar with the use of an animation tree to drive in game animation states. Sage: Anim Graph Editor is a tool that allows me to intuitively build animation trees that drive the different states of the characters. This is all accomplished without me writing a single line of script. I have no talent for that, but Sage helps me overcome my inability to write script in Unity. I have built up one heck of an animation tree for our rangers so far, and I love the level of control I have over the flow of the animation. The Rangers have a lot of states they can be in, so being able to manage and build those states myself is liberating.
Going forward I want to dig deeper and highlight more of this tool and my process. Hopefully this can be a starting point for deeper conversations as development progresses. This project and the opportunity given to us by our backers is unique and refreshing. Reaching out to the fans during production is not something Ive done in the past, so this is new to me. If anyone wants to ask questions or discuss Animation and game development, I am hoping this will be the place. The more discussion I have with fans that take an interest in the animation, the better it will be. At least thats my hope. Lets see what happens. Thanks again for all of your support.