OVERVIEW
The role of the Animator in games is to bring life and motion to the game
world. As with the 3D artist, the term Animator is a very broad one. The
day-to-day work of the Animator can be very varied and as such requires
the Animator to be very flexible and adaptable. The diversity of the roles
in which the Animator may be asked to operate has naturally allowed some
animators to specialise in specific fields. Some studios look specifically
for a narrower set of skills and as such have created more specialised animator
job descriptions.
Being an Animator in the games industry is demanding. The big payoff
is that you often get incredible amounts of creative control in your work
and at times you may even get to animate principle characters. Animation
is a vital part of the process and as with all art has the potential to
make or break a game. There is pressure and great responsibility, but
there are also massive creative rewards for those who can step up to the
plate and deliver!
JOB ROLES
Animator
As expressed in the overview, the role of a game Animator
is demanding and rewarding in equal measure. As games have become more
complex, so have the requirements of the animation department. With the
advent of new technologies and techniques, Animators constantly have to
learn new techniques and processes in order to achieve greater levels
of quality and productivity.
Here are just a few of the things you’ll be asked to do
at one time or another: -
- Character / Scenic Animation – Primarily concerned with animating
the game characters, character animation specialises in the portrayal
of ‘character’ and emotion through movement.
- Cut-Scene Animation – A more specialised, cinematography-like
role, cut-scene animation is particularly concerned with the setting
up and animation of shots. As this involves the animation and sequencing
of cameras, the cut-scene animator must have good directorial / cinematography
skills.
- Complex Rigging – As the animation of characters and objects
becomes ever more complex, the underlying skeleton and skinning used
to facilitate the animation process becomes more multifarious. The rigger
is someone who is highly skilled in the design and deployment of skeletal
rigging systems, animation constraints and manipulators. This work usually
entails close communication with programmers to enable the animators
to achieve what they need.
- Motion Capture – Mo-cap animation is focused on the directing,
recording and integration of motion capture data into the project. The
secret of success here is the ability to understand the characterisation
requirements of the game and being able to communicate and direct the
motion capture process.
GUIDANCE & ADVICE
Getting into the game industry can be very difficult, even with good skills.
The guidance and advice section will give you more direct advice on what
you’ll need to be good at and which areas to concentrate on in order
to significantly improve your chances. Click on the link below to get
the skinny on how to be a game animator: -
Skills Required
At the base level, a game Animator must have a good working knowledge
of at least one of the leading 3D animation packages. If you have good
animation skills and you are able to operate the software effectively,
then you will be able to fulfil your role as a game Animator. Look to
one or more of the major packages like Maya, 3DS Max or Xsi.
Motion – Perhaps the most important skill is an acute understanding
of the principles of motion. The ability to accurately and creatively
envision movement before drawing and subsequently animating movement are
core skills. Being able to achieve this within the technical and creative
guidelines will form the path of long-term progression and development.
Drawing Skills – As with all other artistic disciplines, the ability
to draw well is vitally important. This is especially important for Animators,
as being able to convey your ideas or pre-visualise the characterisation
of an animation is essential. It’s far quicker to draw the movement
on paper to test an idea or communicate it to others before committing
to expensive development time.
Anatomy – As Animators are usually the key contributors in the
creation, animation and characterisation of characters, a very sound grounding
in the fundamentals of anatomy is essential.
Tips
- As animation is concerned with how things move, that should be the
focus of your life. The key to success in being an Animator is to get
into the habit of studying how everything moves in the world.
- Study the classic animation principles. Animation isn’t only
concerned with the re-creation of real movement, it’s about imparting
character to a movement, especially when you are animating fictitious
characters or objects that wouldn’t normally animate – after
all, getting reference of a car walking on its back wheels is going
to be more than impossible! This is where you as an Animator are expected
to step in and do your magic!
- Practise creating character and movement sheets. Draw objects and
characters as sequences of key frames on paper in order to develop a
better understanding of what you need to do on the computer later on.
It’s all too easy to accept the default solutions of a digital
animation system – you are the Animator, you tell the software
what you want, not the other way around.
SUBMISSION GUIDELINES
All artist submissions have many common requirements: -
Applicants for all artistic areas in the game industry must be proficient
in the basic components of art. The ability to draw and communicate your
ideas visually is especially important, as well as other core skills such
as understanding colour theory, anatomy, proportion and an overall appreciation
of good visual aesthetics.
Applications should consist of a covering letter, an up-to-date copy
of your current CV / resume along with a portfolio of your BEST work and
any application form if required. Artwork should either be supplied printed
on good quality paper or preferably on a CD-ROM or DVD. For CD-ROM or
DVD submissions bear in mind the following: -
- Images should be correctly labelled and supplied in either JPEG or
BMP formats.
- Turntable and fly-through animations should be supplied in AVI or
Quicktime format and should be encoded with an easily available generic
codec.
- Make sure any materials you supply have your name and contact details
clearly and legibly marked on them.
- Include your cover letter, CV and work on the same disc.
- Don’t compress or zip the work on the disc.
It’s simple: show your work in a very accessible, immediate way.
If the employer has any trouble seeing your work for whatever reason at
all, you are already going to be in trouble or worse still your application
will be discarded!
Other things to remember: -
- If the work has been a collaborative effort between yourself and
others, please clearly specify your involvement in the work.
- Only include work you are sure represents you and your best efforts.
- Keep your CV to a maximum of 2-3 pages in length and be sure to have
other people proof-read it for you to remove mistakes and pass back
feedback to you in order to improve it.
- Be clear on what the job role you are applying for involves and make
sure that your portfolio of work is relevant!
- Lastly, if you are an artist, don’t refer to yourself as a
designer! A designer is a different role in the game industry, in that
a designer designs the mechanics of the game – nothing like a
graphic designer. Failure to appreciate this casts doubt on your knowledge
and desire to enter the industry.
- Enjoy the application process! It’s a great industry –
induction will come to those whom have the skills, drive and positivity
to succeed
Role Specific Requirements
As an Animator applicant you are clearly stating that you know how to
impart meaningful character based motion to objects and character. Therefore
make sure that is exactly what your folio / show reel of work showcases.
- Include character sheets and drawn motion studies to show that you
have thought through your animation sequences and have a good working
knowledge of the underlying principles of animation.
- Several good examples of character animation. Avoid camera ‘fly
thru’ style clips as these don’t show any of your flare
for animation and make sure that all of the animation you include in
your folio is the best you can achieve.
- For all of your animated sequences, try to include the same animation
as both a shaded rendered sequence and also a ‘transparent’
sequence showing the underlying skeleton. Good preparation of the skeleton
with elegant rigging and skinning are hugely important.
- Include any support artwork especially life drawing and anatomical
studies.
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