Christiaan Moleman's Blog
I make games and animation.
Why studios should encourage instead of restrict employees doing hobby projects on their own time.
Why Sony should let players turn off Trophy notifications.
Another look at good use of animation in games.
A quick glance at some examples of how animation can be used to convey important information to the player.
Anticipation in games? Balancing a sense of weight with player control? Shadow of the Colossus seems to prove it can be done.
Christiaan Moleman's Comments
[News - 05/13/2016 - 04:00]
Good topic. Loved Grow Home ...
Good topic. Loved Grow Home and am really enjoying Mushroom 11. Not tried the others. r n r nAnother game that uses procedural character movement to great effect is Rain World http://rainworldgame.com/ . Its devlog https://forums.tigsource.com/index.php topic 25183.0 is really something. r n r nAlso the work that Ubisoft is ...
[News - 04/28/2016 - 11:07]
[News - 05/19/2015 - 06:11]
Good analysis. This game deserves ...
Good analysis. This game deserves all the praise it 's getting and then some. Haven 't been this simultaneously immersed in a world AND impressed by just how intricately and elegantly a game is constructed in a good while. I hope other RPG devs are taking notes. We could definitely ...
[Blog - 02/12/2016 - 02:31]
[News - 02/10/2016 - 04:00]
You realize that video doesn ...
You realize that video doesn 't become more credible by posting it under every Double Fine related article, right r n r nI continue to be amazed that Gamasutra mods don 't delete this garbage. Apparently spamming YouTube hit-pieces made by cyberstalkers is considered an appropriate use of comments on ...
[Blog - 02/01/2016 - 12:59]
And this is where visual ...
And this is where visual feedback comes in, animation especially: body language, facial expression, gaze direction... essential tools for communicating character intent.