
Eijiro, an animator on Sega’s upcoming game Bayonetta, was able to talk about enemy animation and how he approaches this complex task.
Enemy animation is unique in that it acts as a cue for how the player should react. And when it comes to attack animations, the process is split into two parts: the precursor, and the actual attack. Eijiro explains that the way an animator approaches these two sections directly affects the difficulty level of the game, as an enemy can easily come off as too predictable, or not predictable enough.
Eijiro included the following videos to showcase these two parts to every enemy attack:
[Source]
You must be logged in to post a comment.
May 20th, 2009 at 8:11 PM
Shortest videos ever. The screen shot looks cool.
May 20th, 2009 at 8:15 PM
ya it looks pretty cool.
May 20th, 2009 at 8:26 PM
Nothing unusual
May 20th, 2009 at 8:27 PM
so he explained pretty much what every game does? show an animation before the attack?
May 21st, 2009 at 11:37 AM
once you learn the trick, it sort of ruins it for me. The monster needs to learn what I’m
doing and change it up a little bit. Not harder, just different.
BTW, her ass is distracting.
May 21st, 2009 at 12:04 PM
shortest video ever :S wtf. lol.
May 21st, 2009 at 4:30 PM
C ool.