Satellite Reign - Dev Diary #2
Satellite Reign has a new post-funding update with the second update of their development diary.
Pre-production is moving along nicely and we are creeping up on that next stretch goal! We’re nutting out the basic building blocks of the world at the moment, trying to create a solid foundation on top of which we can build the actual game. This is an incredibly important part of production, and is often cut short in many project schedules, which always causes issues further down the line. It’s great to finally have the chance to have a really solid pre-production period without having publishers breathing down our necks. We will show a bit of what we are doing in our next dev diary (it will be a much shorter wait this time), but for today, we’ve got something a little more on the technical/informative side for you all. Mitch has put together a run-down on his animation workflow for Satellite Reign. Check out the video, and if you’re still keen for a little bit more detail, there’s a write-up accompanying it too.
Hi everyone, Mitch here, the one responsible for all things animation at 5 Lives. Something we’ve seen raised a number of times around the internet is the fact that our game is fairly ambitious for a small team, which is a fair point. Essentially, what this means is we each have to be as efficient as possible in order to achieve our goals. The five of us are currently in pre-production, figuring out our individual pipelines, which basically means we’re working out how we each go about getting our ideas out of our heads and into the game, minimising headaches further down the line. Today, I’m going to give a rundown on how I’ll be approaching the animation aspect of Satellite Reign.
Animating an entire city population is no small task, especially when your entire animation team consists of one person. So, in order to get through the amount of work in front of me, I need a method to quickly create large volumes of animation. Animation is an incredibly time-consuming task, so animation-heavy games often have reasonably large animation teams. We’re on a very limited budget, so that isn’t really an option for us. This is what made me start looking at motion capture.
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