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This is why video game companies hire more artists than programmers. Counting frames is often not productive though, cut-out animations (which PvZ appears to b
by hnsmurf 16y ago
This is why video game companies hire more artists than programmers.
Counting frames is often not productive though, cut-out animations (which PvZ appears to be using) allow artists to render many frames from one base illustration and some extra work. They're not necessarily easy but they're often a large time savings over frame by frame.
- SergeDavid 16y agoYes, my idea behind it is generally draw a sprite, copy it into a new frame, move some parts of it, then reconnect and clean up the ugliness that results from an arm being completely disconnected from a shift in the rest of the image.
- chipsy 16y agoAccording to a pixel artist friend of mine, all the companies he's worked for using those types of anims will build a proprietary tool that essentially works like Flash in a pure-bitmap context; tweening, scaling, rotation, and bitmap cutouts(e.g. parts that bulge and bounce, like the belly of a fat character, simply reuse an area of the sprite and layer it on top). These tools are used for menu layouts and level design as well as sprites.
- contextfree 16y agoThe figure I've seen is that typically 70% of a game's budget will go to art
- bazookaBen 16y agowonder what's the typical split between programmers,visual and audio artists in a Zynga game budget