In the videogame world, we should differenciate in between gameplay and cinematic animations.
In gameplay, animations will usually consist of loops (the animation starts and ends in the same pose), connected in between by a lot of transitions.
These are gameplay samples of walk cycles and some attack animations....
Castlevania Dracula walk and main attack sequence
Here is a similar example with an enemy sequence attacks.
These kind of attacks were meant to be played in a row, if not interrupted by any gameplay event, like an impact, death, etc...
so many ways to kill a zombie, so many
Project Witches never saw the light, but we had tons of fun with the prototype...heere using 3dmax and biped to animate some finishing moves
In this sample video we can see the prototype animation done for the main character in the Castlevania; Mirror of fate game.
There is a study on the distance the character should traslate when performing each attack.
After the overall feeling of the sequence is good, each one of the strikes was split into a single loop animation.
Witches proyect orc character walk and main attack sequence
Soo many cycles i have done for gameplay animations, that i can't even remember...attacks, walks, runs, they all share in common one thing: the initial and end poses!!
From the latest Dr. Strange and King Arthur movies, going through AAA games like The Division, i have been working in some of the most cutting edge projects.... here i want to share some samples of my works