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Michael Jungbluth's Blog
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Mike Jungbluth is a senior animator at Zenimax Online. Past games include Lord of the Rings:War in the North, Call of Duty: Black Ops, Singularity, Wolfenstein, The Incredible Hulk, and 300: March to Glory. In his free time he co-hosts the ReAnimators Podcast, and dabbles in comics, having worked on the anthologies Cereal and Pajamas, and Attack of the Monstrology. He also enjoys the twitter
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Expert Blogs
Adding Weight to Your Game Design Part 12: Appeal  |
| Posted by Michael Jungbluth on Thu, 03 Feb 2011 10:35:00 EST in
Game Design,
Visual Art
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| Applying the animation principle of appeal to game design. |
| Read More... | 0 Comments |
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Adding Weight to Your Game Design Part 11: Solid Drawing |
| Posted by Michael Jungbluth on Mon, 31 Jan 2011 10:39:00 EST in
Game Design,
Visual Art
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| Applying the animation principle of solid drawing to game design. |
| Read More... | 0 Comments |
Adding Weight to Your Game Design Part 10: Exaggeration  |
| Posted by Michael Jungbluth on Thu, 27 Jan 2011 10:28:00 EST in
Game Design,
Visual Art
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| Applying the animation principle of exaggeration to game design. |
| Read More... | 1 Comments |
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Adding Weight to Your Game Design Part 9: Timing |
| Posted by Michael Jungbluth on Mon, 24 Jan 2011 10:43:00 EST in
Game Design,
Visual Art
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| Applying the animation principle of timing to game design. |
| Read More... | 3 Comments |
Adding Weight to Your Game Design Part 8: Secondary Action  |
| Posted by Michael Jungbluth on Thu, 20 Jan 2011 11:01:00 EST in
Game Design,
Visual Art
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| Applying the animation principle of secondary action to game design. |
| Read More... | 2 Comments |
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Adding Weight to Your Game Design Part 7: Arcs |
| Posted by Michael Jungbluth on Mon, 17 Jan 2011 02:05:00 EST in
Game Design,
Visual Art
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| Applying the animation principle of arcs to game design. |
| Read More... | 0 Comments |
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Michael Jungbluth's Comments
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Comment In: Opinion: 'Is This How It's Always Going To Be?' [News - 11/25/2011 - 04:25]
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Centralized hubs are becoming the ... Centralized hubs are becoming the reality more and more, and it is the most common answer devs have for this problem. Which is fine for a large part of the developer population, since city living seems to go hand in hand with game developer personalities. But for those of us ... |
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Comment In: Adding Weight to Your Game Design Part 1: Squash & Stretch [Blog - 12/27/2010 - 02:11]
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Yep, tho they are actually ... Yep, tho they are actually first found in The Illusion of Life, as written by Frank Thomas and Ollie Johnston. The animation principles are what animators live and die by, and as such they are perfect tools for animators to use when contemplating game design. |
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Comment In: Opinion: Layoffs - A Game Dev PSA [News - 07/28/2011 - 07:39]
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Duh. You thought it was ... Duh. You thought it was because of your sparkling personality or your well groomed beard |
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Comment In: Opinion: Growing Game Animation - Transitions & Player Input [News - 04/13/2011 - 04:18]
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There is definitely the resources ... There is definitely the resources as transitions are used in just about every game these days. I think it comes down to a mindset that transitional animations are merely meant to be functional links to keep feet from sliding or noticeably bad blends from happening. And because they need to ... |
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Comment In: Adding Weight to Your Game Design Part 9: Timing [Blog - 01/24/2011 - 10:43]
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Coming from animation, a focus ... Coming from animation, a focus on story-driven games is inevitable, and what I will always fall back on because I love character development. But I firmly believe these can translate to anything where you are communicating a goal, feeling or emotion to the player. When challenging a player with a ... |
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Comment In: Adding Weight to Your Game Design Part 3: Staging [Blog - 01/02/2011 - 09:32]
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Thanks My hope from posting ... Thanks My hope from posting all these is to have some extra points or discussions to come about that I can then add to the entire series. And once I've done that a pdf release would definitely be a great idea. |
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