- First Person animation system and cameras - 3rd person NPC animations (split between me and other animator, but mostly handled by the other animator, Bill E) - leviathan -Some character rigging - Red eye mocap direction and acting in some cases -Weapon "feel" -Wow moments and FP cut scenes - And of course game input and cretique
Really tons more as well but those are the majors. I keep VERY busy :)
"feel" - making the weapons have kick and weight. Feel like the players are holding it. Animate it with some tricks that make the guns feel right in the players hands and that the guns are fireing. This includes a delicate dose of the animation principles and a dash of camera moves.
Then for a more realistic feel, if we wanted to have rumble everytime we shoot, would we have to ask you to do that? That would be freakin awesome! BTW, my respect for you has only risen. :) Same with everyone else at HVS, you hardworking bunch.
Sound and visual effects are also very important for the "feel" of a weapon. Personally, while I didn't mind the SFX of The Conduit, I felt the human weapons often felt a bit... weak in that regard. The Shotgun and Pistol were lovely, but the Scar and that SMG just felt lame.
I hope for some more "bang" and "boom" gunfire this time around, with less "tak" and "tat".
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