Introduction
Due to the nature of my thesis covering 3D art and animation
from within the specialized genre of fighting games, I have opted to research
successful industry examples, as well as a variety of informed sources both on
a community and professional level, writing or speaking on the genre in terms
of a quality fighting game’s use of, and self-imposed limitations of animating
characters in context of mechanical systems. These systems, heavily grounded
within visual feedback, responsive controls, and balanced frame data, (i.e.
advantages, disadvantages, safe/unsafe on block) are essentially aspects which rely
on both art assets and deeper understanding of what makes fighting games satisfying
to play.
In my own research for my thesis project, the most important
aspect once I have functional, rigged models to animate will be to understand
the universal rules of heavily frame-based animations. I will need to consider
the speed of attacks, their duration and recovery times in terms of strictly
kept frame data, their range and effective hit/hurtboxes, though those would
not come into play until a prototyping stage, which I am not intended to approach
until next semester at best.
I would like to make very limited use of tweening for more
impactful, snappy animations (a personal aesthetic choice based on existing 3D
games in the genre such as Guilty Gear Xrd). With that in mind, here is my
consolidated list of influential genre examples and articles/videos to aid me
in researching effective methods to animate for a fighting game.
Influences (Visual Approach/Aesthetic)
Guilty Gear Xrd: Use of keyframing on 3D animation to
replicate the look and feel of sprite-based 2D animation of previous entries. Sacrifices
smoothness for impactful gameplay feedback and makes hitbox/hurtbox data simpler
to create and follow.
Punch Planet: A Sci-Fi fighter developed in Unity, this
project most closely resembles my end goal for this project in the long-term.
As an inspiration template to model my own mock-up out of it’s a great influence
to set a general bar for myself.
Late 20th Century Pop Art: A boldly colored,
sometimes filtered and comic book influenced art style, pop art is loud and
eye-catching, which is important for designing visuals for fighting game
characters, they should stand apart from the background and be easily
recognizable, not just by their silhouette, but by their color palette, texture
and subtle detailing.
Neon Lighting/Dystopic Future Cities: The contrast of bright
neon coloring washing damp, nighttime streets is a physical identity I’m
especially fond of from the classic film Blade Runner, and has influenced many
settings thereafter. My own world setting takes place in the Martian colony of
Neornot City, and I wish to create a similar atmosphere, should I have time to
work on backdrops for my mockup scene. This may end up being a stretch goal
however, as it implies a lot of rendering techniques and environmental art that
I haven’t yet considered for my project.
Sea Shell Aesthetic: The depths of the ocean hold some of
the most hauntingly beautiful examples of life, much of which remains alien to
us. Creating a sci-fi world, I feel the descriptor of hauntingly beautiful fits
in very well with the dystopic, neo-noir style of Blade Runner’s Los Angeles.
Given my story exists offworld, and far in the future, I would like to give it
a fantastical flair with architecture and technology developed and inspired by
the natural and complex spiraling designs of shells: conches, spires, nautilus,
venus combs and other mollusks. Even hovercars adapt the sleek designs of these
shells. I believe this aesethetic will provide Temp Work Mercenary’s world its
own distinct look apart from its peers in the genre, both in terms of fighting
games and sci-fi media.
References
Text:
Animation of a High-Definition 2D Fighting Game Character:
1 Rantala, Tuula. “Animation of a High-Definition
2D Fighting Game Character.” Theseus.fi, Spring 2013, www.theseus.fi/bitstream/handle/10024/59254/Rantala_Tuula.pdf.
Tuula Rantala (http://tuularantala.com/)
is a Finnish Game Artist who coincidentally created his own in-depth thesis
researching fighting game animation a few years ago, and ultimately created his
own sample character to demonstrate the process using open-source fighting game
engine M.U.G.E.N. and within his thesis he lays out many of the same discussions
I have been considering in conceptualizing my own project. While perhaps redundant
to source another thesis for my own thesis, I’d argue there’s no better
resource than someone who has written extensively on the topic and gone on to
do their own projects in the medium. Rantala’s conclusion ultimately states
that 3D animation is the ‘most versatile and practical approach’ which gives me
hope that my own project is built on a solid foundation to succeed on. This is
a vital and exhaustive resource for me to reference as I move forward. Additionally,
a select few of his listed references are quite applicable in my own.
2 Keits. “Seth Killian Explains Why 3d Graphics
Give Fighting Game Developers Flexibility.” Shoryuken, 28 Sept. 2011, http://shoryuken.com/2011/09/27/seth-killian-explains-why-3d-graphics-give-fighting-game-developers-flexibility/.
Seth Killian has been a competitive fighting game player,
esports commentator, and developer both working at Capcom and independently,
and has been a part of the community and the industry for years. In this short
interview excerpt, he expresses that the fundamental differences between 2D and
3D are ultimately less significant than the process of creating them, ‘cheating’
to achieve effects or save time where necessary to keep on track, and the
subtle care put into adding personality into animations to communicate
character in a genre that doesn’t take much time for exposition or plot. In the
end, Killian identifies that 3D provides more flexibility for what designers
can do with their characters, iterating designs quickly and reworking
animations if necessary, which with sprite-based characters can be an exhaustive,
painstaking and time-wasting process.
3How to read frame data: Super Street Fighter 4
Arcade Edition
EventHubs Community, “How
to Read Frame Data: Super Street Fighter 4 Arcade Edition.” EventHubs, 10 May 2010, www.eventhubs.com/guides/2009/feb/17/how-read-frame-data-street-fighter-4/.
User Ashn0d lays out some general terminology to aid in
reading fighting game terms and understanding the concept of frame data, that
is, the duration of animations, their properties and how they effect or are
affected by other mechanical aspects in the game.
4What is a Hit Box
EventHubs. “Guide to
Understanding Hit Boxes in Street Fighter.” EventHubs, 21 Sept. 2009, www.eventhubs.com/guides/2009/sep/18/guide-understanding-hit-boxes-street-fighter/.
An anonymous EventHubs user does a nice job laying out how
hitboxes function, interact with one another, and unique properties such as
move invincibility. Just a good personal reference for my own purposes.
5Designing a 2D Fighting Game
Ketonen, Miikka.
“Designing a 2D Fighting Game.” Theseus.fi, 2016, www.theseus.fi/bitstream/handle/10024/118514/Thesis_Miikka_Ketonen_KAT13PT.pdf?sequence=1.
Another thesis, this one is more focused in contextualizing
the history of fighting games, and goes a little more into the mechanical depth
of control layouts, attack strengths and so on rather than the artistic
considerations, a good alternative angle to read up on, as each aspect informs
the other.
6“I Wanna Make a Fighting Game!”
Demetrio, Andrea
"Jens". “I Wanna Make a Fighting Game! - A Practical Guide for Beginners
(Part I).” IndieWatch, 14 Apr. 2018, https://indiewatch.net/2017/04/11/wanna-make-fighting-game-practical-guide-beginners-part/.
Andrea provides a 4-part introduction and tutorial to beginner
game developers who wish to create their own fighting games, going not only
into the fundamentals discussed several times prior in this document, but
providing excerpts of programming in order to actually implement these things
in a development environment such as Unity. Andrea also uses a personal project
for many of these examples, showing qualification and past experience working
with the genre.
Video:
7Why Animation Matters – The Fighting Game
Poonian, Sandeep. Why Animation Matters - The
Fighting Game. YouTube, Zenvizi Games, 19
Apr. 2016, www.youtube.com/watch?v=DnASbvheF4A.
In this video, narrator Sandeep takes a quick but detailed
look at the importance of animation for feedback, hitboxes, and the
consequences of sloppy alignment of animations to hitbox data. Of particular
interest he does bring up the 12 principles of animation, a universally
accepted resource for creating quality animation, and a good stepping stone to
follow on any animation-centric project.
8A.B.I.torial 14: Injustice 2’s Animation
SugarPunchDW. “A.B.I.torial
14: Injustice 2's Animation ALSO SUCKS.” YouTube, SugarPunchDW, 14 Feb. 2018, www.youtube.com/watch?v=gbNWb-vmlB4.
While I’m not a huge fan of the uploader’s cadence and
asides, this video contains some great indication and call-out of cut corners
in the animation department on a AAA title that one might otherwise not readily
notice. He makes his points well, uses other recent and relevant examples of
the genre that do animation right, and does concede where Injustice 2 succeeds,
so ultimately just a good resource to reference the do’s and don’ts of fighting
game animation.
9How to Animate a 2D Fighting Game
Root, Dan. How to Animate a 2D Fighting
Game. YouTube, Rootay, 18 May
2018, www.youtube.com/watch?v=MBfPWyVpIjM.
I’ve been a fan of Dan Root for a while, as he explores a
mix of mechanical, thematic and artistic aspects in the games he covers in
great depth. In this particular video, he’s covering a lot of familiar ground
to us by this point, but very efficiently does break downs with visual aids for
fighting game animation that follows concepts quite a bit differently than the
typical 12 fundamentals of animation coverage. Instead, Root opts to list out more
specialized techniques in animating fighters, that is: keyframing,
anticipation, follow-through, smears, overshooting and exaggeration/breaking as
the main aspects of fighting game animation. Keyframing references the most
important parts of the animation, the beginning, middle, end and general key
points of movement in a given animation, follow-through is what one would think
of as the recovery, where the player returns to their idle state after an
attack, block, knockdown or any non-neutral pose. Overshooting is the idea of ‘stretching’
joints beyond their normal range before returning to the expected position,
creating a smoother, snappier attack. Paired with overshooting are smears and breaking,
where the illusion of motion is implied through a character’s movement being blurred
or replicated several times at different positions in a single frame, as through
photographed with a high shutter speed. Breaking as the name implies will bend
or even break a character’s limb position in impossible ways to create a
flexible, dynamic motion. Root references The Animator’s Survival Kit and its
consideration for walk cycles, that you may 'break the leg’ to exaggerate and accentuate walking
motions with character and life. Root ends with an interesting viewpoint of 2D vs. 3D, and how many of
these techniques can become lost in the transition from traditional 2D art to
3D, but that in considering these techniques, a 3D game can mimic and ‘cheat’
out these techniques with a little extra care to bring them out.
10Making Animation Rock While on the Indie Clock
Dawson, Tim, director. GCAP 2017: First Pass Final
Pass: Making Animation Rock While on the Indie Clock. YouTube, GCAP, 3 Dec.
2017, www.youtube.com/watch?v=9DsKgUfpYJo.
Tim Dawson, one part of the three-man team at indie game company Witch Beam, has worked in the industry since the early 2000s, and in this talk
expresses fantastic insight into the concepts of gravity and energy, and how it
is distributed by motion. His decade plus of experience shows in his published
work, and the several examples he uses during this talk further solidify him as
someone worth taking as many tips as possible from. In fact… Here’s a text
resource from him to supplement this video!
11Assault Android Cactus Dev Blog – Birth of a
New Queen
Dawson, Tim. “Assault
Android Cactus Dev Blog - Birth of a New Queen, Part 2.” Assault Android Cactus, Witch Beam, 28
June 2013, www.assaultandroidcactus.com/2013/06/birth-of-new-queen-part-2.html.
Graciously, Tim did a lot of documentation while Witch Beam’s
first title, Assault Android Cactus, was under development. This includes the
full design process from concept sketches through modeling, UVs, rigging and
animation, plus plenty of other tricks along the way. This guy really did it
all, and his work here helps inform me as I work on my own documentation. I
especially enjoy his witty captions! Jokes aside, this is some really valuable
stuff, and more than just the one link above, every blog entry provides a
different part of the process with some really cool samples along the way. http://www.assaultandroidcactus.com/2013/07/birth-of-new-queen-part-3.html
Something I particularly enjoy from that dev blog is this boss's running animation done by Tim, shown in multiple iterations improving detail with each pass:
12Low Poly Modeling: Style Through Economy
Redd, Ethan, director. Low Poly Modeling: Style
Through Economy. YouTube, GDC, 3 May 2017, www.youtube.com/watch?v=H1oNuKChsdU.
Ethan’s body of work exemplifies the quality and merit of
stylized graphics succeeding to get across visual clarity without the need for
high fidelity, intensive processes common at the AAA level today. By making
economic use of geometry, effective workarounds for shading, texturing and
rendering scenes, as well as faking it to make it, as he shows with the idea of
scrolling UVs, he provides some very cool, and very uplifting alternatives to
stuff that often times is restricted only to the big, well-established
businesses of the industry. A great reference to keep my goals attainable while
still striving to create something of quality.



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