Message from @velvitonator

Discord ID: 503322293506670603


2018-10-20 21:40:03 UTC  

Capture quality is usually too shitty, so a high-level animator will usually spend quite a bit of time cleaning them up to be useful

2018-10-20 21:40:04 UTC  

if thats what ur aiming for

2018-10-20 21:40:10 UTC  

but you still gotta pay thoe people.

2018-10-20 21:40:12 UTC  

those*

2018-10-20 21:40:12 UTC  

idk if it cuts time, but it does allow for much more human feel

2018-10-20 21:40:23 UTC  

well i mean in comparison

2018-10-20 21:40:26 UTC  

Yeah, my impression is the motivation is more the quality over the cost

2018-10-20 21:40:34 UTC  

if someone has to animate a "natural" walk vs one you recorded through motion capture

2018-10-20 21:40:54 UTC  

there are techniques

2018-10-20 21:41:10 UTC  

but this goes back to the point, too much focused on graphics. you could cut most AAA budgets in half, tell them that is coming out of your graphics budget, and end up with a better game

2018-10-20 21:41:18 UTC  

I've seen some animators crank out really nice stuff fairly quickly, though

2018-10-20 21:41:25 UTC  

like i said, graphics is what they sell games on

2018-10-20 21:41:43 UTC  

if u know what ur doing and have the models set up well you can animate really fast

2018-10-20 21:41:53 UTC  

you can't translate gameplay quality / fun into a 1 minute video

2018-10-20 21:42:06 UTC  

Yeah, there are a lot of...interesting incentives around that

2018-10-20 21:42:08 UTC  

For example

2018-10-20 21:42:11 UTC  

The suits holding the purse?

2018-10-20 21:42:14 UTC  

Usually not players

2018-10-20 21:42:24 UTC  

Normally they watch someone else play

2018-10-20 21:42:43 UTC  

So visuals go a long way to persuading them to keep paying the studio

2018-10-20 21:43:06 UTC  

Also, budgets could likely not go down by as much as half

2018-10-20 21:43:08 UTC  

Maybe 20%

2018-10-20 21:43:08 UTC  

my best buddy is currently creating a new pipeline method for facial animations

2018-10-20 21:43:20 UTC  

its just about making the sale,

And you can't go "wow this gameplay is so much fun" without letting the supposed buyer experience it

2018-10-20 21:43:31 UTC  

But TBH I'm not that familiar with a particular breakdown

2018-10-20 21:44:16 UTC  

@tritrium Is this the vertex streaming stuff or the traditional skinned way?

2018-10-20 21:44:31 UTC  

This is why Nintendo has always gotten my money

2018-10-20 21:44:33 UTC  

50% Marketing
30% visuals (animation/graphics/textures)
15% gameplay
4% Testing if you can play the game under ideal circumstances (aka, the user knows what to do)
1% bug removal

2018-10-20 21:44:42 UTC  

I know they are going to have good gameplay

2018-10-20 21:44:45 UTC  

idk ive never seen what hes doing before

2018-10-20 21:44:59 UTC  

and this is where Final Fantasy fell apart, every game after 9 is different.

2018-10-20 21:45:07 UTC  

cant really say much about it either since its behind closed doors stuff of the studio

2018-10-20 21:45:11 UTC  

I'd quibble with the breakdown past visuals, but to there it sounds about right

2018-10-20 21:45:35 UTC  

it depends on the company, most push for visuals cuz you can sell visuals in trailers

2018-10-20 21:45:42 UTC  

you can't sell fun gameplay in a trailer

2018-10-20 21:45:43 UTC  

theyre developing their own pipeline so yea

2018-10-20 21:45:48 UTC  

Well, it's also not all "visuals"

2018-10-20 21:45:57 UTC  

commercial is ALL about visuals

2018-10-20 21:45:59 UTC  

A lot of animation is intimately tied to gameplay

2018-10-20 21:46:07 UTC  

you wouldn't need to sell a game on the trailer if you brought back demos

2018-10-20 21:46:18 UTC  

Though in practice cinematics are still disproportionately expensive