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5/26/2010 10:08:24 PM
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urk
urk

Ultimately About Fun

Building sincere animation with a small amount of frames. [url=/news/content.aspx?type=topnews&cid=26682] click for full story [/url]
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  • [quote][b]Posted by:[/b] relliK42 This was very interesting and informative.[/quote] Indeed, good sir. Quite riveting.
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    Nate Gardner
    Nate Gardner

    Robots! - old

    If it's about game making, I like it. This was great.
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  • Looks call it would be cool to work at bungie :)
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  • The insight in this article is very invaluable as I had no idea what goes on in a day in a life of a game animator. I wish one of the questions that could have been asked would have been What kind of education did you go through to get where you are now, did you do much self teaching or any internships? Many people acquire jobs doing animation on their own time not necessarily through schooling. If there are any other successful animators that read this I'd appreciate a comment also.
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  • This was quite nice, as animation is something I've been wanting to get into.
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  • As I am seriously considering becoming an animator, this has been a great insight into workings at Bungie. However, with only 5 animators, I am guessing that the team all know their roles by now, and an aspiring animator would need to be very skilled to be part of the Bungie team. What sort of qualifications or skills would a Bungie animator need, as opposed to a smaller developer? Experience is probably a must, but I'm just interested in what [b] Bungie [/b] look for. Thanks :)
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  • That was a very nice read. Animation is such a great field to be involved in. And I can't believe only 5 animators worked on H3! That's intense.
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  • I am going to assume there will be a few more animators for Halo: Reach... This was quite interesting as I like hearing about the background and behind-the-scenes creditors.
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  • [quote][b]Posted by:[/b] x Foman123 x Cerilli = -blam!-[/quote]
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  • Thanks a lot for the reading. It was really nice reading all this! It just feels good when you and you'r team are this social! These kinds of texts are really intresting. As a reader, you can realy learn a lot. Thanks once again! :)
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  • Very cool read. :)
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    Interesting read. I don't think I'd have the patience to be an animator, personally! I can spend hours in front of code, but animations, not so much. Good luck in your studies, Cerilli!
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  • Looking into animation myself, so this was an interesting read!
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  • That was another very cool read. Thanks Urk!
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  • Really appreciate this article. I am actually going to ITT Technical institute in Kansas City, MO for an associates in the Drafting and Design program but I plan on going to a campus that offers the Bachelors in Digital Entertainment and Game design after I graduate in less than a year. I don't know if anyone from Bungie reads through these comments after the article is posted but if You(Bungie Employee) do happen to see this and have the time to send me an email I would appreciate any advice, information, or even a word of encouragement. I have loved the Halo franchise since Combat Evolved and have occasionally daydreamed about being a part of the amazing work you guys do.
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  • Great to see these back again. Stuff like this just shows why Bungie are still light years ahead. I'm looking to get into the industry, and even though animation won't be my area, it's really helpful to read these so I can build up a picture of how a studio works.
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  • That's awesome. Thanks urk, the guy who send the questions in (sorry I forgot your name >.>), and the guy who answered (I forgot your name as well <.<). This is why you surpass any company in the world.
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  • As an fledgling animator, I approve of this post! [Edited on 05.26.2010 9:10 PM PDT]
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  • good read, im planning on going in as a 3d modeler and concept artist. it's good to see developers giving tips like this. Bravo.
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  • I don't have the patience to be an animator, but it's really nice to see what the life of one is like and how they influence the final product.
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  • Wow those were some really good questions! Interesting answers as well. I like seeing these types of articles!
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  • In the theatre, you can see the effects of some animations, for example, the slow motion movement of particles erupting from a grav-hammer comes up beautifully in the game, whilst players are moving and still responding to every cause and effect. The dispersal of energy from explosions and hammer bursts seem to have a lot of frames squeezed into them; which leads to beautiful slow motion particles, so why is this not used in character movements such as the melee? If it's possible to squeeze the frames of particle movement into explosions, surely it could be adapted for combat and character use?
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  • This article was really helpful, we just finished our student game project and i experienced first hand a lot of the problems that were listed in the article. Time restraints were tough to deal with, and being asked to make new unplanned animations from the programmers never helped either. Now i'm working on my demo reel, and hopefully start looking for work in a month.
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  • Well I learned something on the last day of school, who'd have thought?
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  • That was an awesome read! Especially the daily routine thing. I've always wondered and been intrigued by what some of the daily routines were around the office. Just to see how they flush out ideas or get themselves going to start firing out ideas and concepts and then putting it on paper/in computer. Great stuff! [Edited on 05.26.2010 7:32 PM PDT]
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  • This is really interesting to know. I'm currently working on a [url=http://www.tinyurl.com/painfullyawesome]student game[/url] (shameless plug) =) and have been doing most of the animations. About how many animations are Bungie animators expected to finish in a day?
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