12 Principles of Animation - Staging
Last update: 01/22/2020
This a group project I did for the Animation Fundamentals class. We’ve been told to research one of the twelve principles of animation and demonstrate it using Unity. After a lot of discussion, our team picked Staging.
Our team has 1 artist, 1 game designer, 1 programmer (that’s me). After the first team meeting, 5 minutes later, Josh, our brilliant game designer gave me quick sketch of what the demo should look like. I felt relieved, now that I had something to work on right away instead of preparing uncertain codes wishing it would match the designer’s idea.
By looking at this concept, I immediately understood what I should do in Unity:
There’s a humanoid character with an arrow indicating his walking path: This would need a 3D human model, a player controller, and a few basic locomotion animations like walking, idling. Our team agreed that a playable demo is more impressive than an animated sequence. That’s why we need a player controller.
Concept drawing made by Josh Capstick (game designer)
There were two options in the concept for me to choose: a crossing river scene or a crossing chasm scene. I prefer the latter because this concept was easier to work on because I didn’t know how to create water in Unity.
We did a few quick researches to know what Staging is and we also agreed that the demo also needs a few camera effects including angle switch, dolly, etc. This was quite challenging at first but I knew I could do it.
After a while, I managed to create the first version of our demo.
For the environment, I used Unity - ProBuilder. It’s like Maya but a lot less complex and works inside Unity editor.
For the camera works, I used Unity - Cinemachine. It helped me save a lot of time creating the camera movements and transition.
I sent version 0.01 to our team and let them review it. After a few feedback here and there, version 0.02 is built.
The landscape is better polished.
Color tone is adjusted to harmonize with the atmosphere.
Rule of third in cinematography is applied.
The establishing shot is now more distinguishable. It helps give player a glimpse of the whole scene. In this scene I tried to present a vast, empty, eerie landscape with a little bit of ominous, fantasy vibe.
Camera timing, positioning and transitioning are also better calibrated.
Generally, the second version is quite okay. However, I kept thinking about the Staging principle and asking myself what could be done to improve this scene regarding the principle. So here’s version 0.03:
Fade in/out effect is added to indicate the start and the end of the scene to set the right level of anticipation.
A new effect is added. It’s the bridge parts assemble as player crosses it. I wanted to amplify the ambiance of the scene, to make it more interesting.
In the ending part, I also put a hidden door at the alley position. I think this one will set the pace right. It’s like the climate, conclusion of a story. I wanted the viewers/players to raise questions of curiosity.
The sky is also changed for aesthetic purpose.
For the final version, our 3-D artist had an idea “Hey! I bet this scene would look better with some crystals in it.” I think she was right.
Click on demo screen to gain controls. Use ESC to quit .
Use WASD to move the main character. He’s is inside the tunnel on the left side of the chasm.
Basically, just hold D to move and you will see what I mean.