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Blogs

Christiaan Moleman's Blog

Animating gameplay.

 

http://www.ninjadodo.net/dodoblog/

Member Blogs

Achievement Unlocked: Destroy Immersion  Featured Blogs
Posted by Christiaan Moleman on Tue, 22 Nov 2011 08:20:00 EST in Console/PC
Why Sony should let players turn off Trophy notifications.
Read More... | 12 Comments

Animation as Gameplay #2  Featured Blogs
Posted by Christiaan Moleman on Tue, 26 Oct 2010 01:15:00 EDT in Game Design, Visual Art
Another look at good use of animation in games.
Read More... | 5 Comments

Good practice - Animation As Gameplay  Featured Blogs
Posted by Christiaan Moleman on Sun, 05 Apr 2009 03:22:00 EDT in Game Design, Visual Art
A quick glance at some examples of how animation can be used to convey important information to the player.
Read More... | 6 Comments

Anticipation in Games
Posted by Christiaan Moleman on Thu, 19 Mar 2009 07:08:00 EDT in Game Design, Visual Art
Anticipation in games? Balancing a sense of weight with player control? Shadow of the Colossus seems to prove it can be done.
Read More... | 5 Comments

   

Christiaan Moleman's Comments

Comment In: Growing game animation: State changes and pathing [News - 01/27/2012 - 08:49]

Good ideas. The more animators ...

Good ideas. The more animators and designers thinking about this kind of stuff, the better.

Comment In: Opinion: Why you should be angrier about NDAA than you were about SOPA [News - 01/24/2012 - 07:23]

So what you're saying is ...

So what you're saying is you objected to the editor of a science magazine objecting to the denial of science

Comment In: Game Design Fetishes - What Are Yours? [Blog - 12/15/2011 - 04:53]

I love player movement that ...

I love player movement that has a physical feel to it, where you can use your momentum to your advantage. Not actual simulation necessarily but something that feels believable...

Comment In: Achievement Unlocked: Destroy Immersion [Blog - 11/22/2011 - 08:20]

Steam is the same. An ...

Steam is the same. An ALL notifications toggle is better than nothing, but it would of course be great to give players more specific options so they can configure their system as they prefer separate toggles for invites, messages, joining and trophies/achievements . I'm not arguing against the existence of ...

Comment In: Opinion: Who Designs Animation? [News - 11/14/2011 - 03:49]

Agreed. Good 'feel' in character ...

Agreed. Good 'feel' in character movement and believable behaviour happens in the intersection between code, design and animation. In animation terms half the acting and weight and momentum for that matter is determined by code, so if you're not working closely with the gameplay and AI programmers it doesn't matter ...

Comment In: Opinion: Rhythm In Game Design [News - 08/29/2011 - 04:25]

A pleasing rhythm in interaction ...

A pleasing rhythm in interaction is probably a big part of what creates flow in gameplay. In animation there's a lot of talk about texture , in the sense that having a variety of timing with both short and fast and slow and long actions creates more interesting and natural ...

[More Christiaan Moleman Comments]   

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