15 September 2005
       


Initial sketchwork done, it was time for animation, a critical element of the game. In an action game, the correct execution of the martial arts moves and the body language has to be very strong. Correct posture, anticipation and follow through of characters is of outmost importance and makes the difference between an impressive and a mediocre game.

The animation for the mobile game included creating the the walk cycles, aggressions (like punches, kicks and special moves) and defenses (such as jumps, blocks and so on).

Before working on the mobile screen, the animation team created its rough animation on paper. They studied a lot of Martial Arts movies and it helped that the project manager Andy happens to be a Karate Black Belt. He demonstrated a lot of poses for the animators.

Sketch of a 360 Kick
Paradox Studios' Art & Animation Project Manager Anand Rajwanshi demonstrates a Flying Kick
   
Sketch of the lower kick
Anand Rajwanshi demonstrates a lower kick
   
Sketch of a high kick
Anand Rajwanshi demonstrates a high kick


Anand Rajwanshi demonstrates an in between
for a flying kick

It should also be noted that 2 player action games usually have a side profile of both the characters. Commenting on this demand Andy quipped,"Suppose I referenced a kick from a movie and I decided to include it in the game. The movie has the kick as a front shot. For the game, the move has to be in side profile. So I drew a side profile and gave it to the 2D animation team who animated the same and gave it to the pixel artists"

Van Damme and his action instructor themselves got closely involved with the action sequences. Van Damme asked them to incorporate some additional kicks including his signature move - The split punch! The action super star also suggested some names for the moves, which added flavour to the game. The super star's association until the end helped the game through all the stages of game development.

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