“Should this be moving faster?” “Is this anticipation long enough to be readable?” “Can it be more awesome?”
For this post I wanted to discuss how the different departments here at Fire Hose influence each other and how we answer some of the above questions when designing a new feature. It will tend to have a bit of an art-focus since animation is the main thing I contribute to the company. In my next post, I’ll go a little more in depth with the art pipeline and walk through a character from design to implementation.
It all starts with a design pitch. This doesn’t necessarily refer to the way the character looks (although we sometimes worked that way too) but it is usually a discussion on how the character will behave in the context of the game. Here we just try to work out some very broad strokes and create a rough outline of how we want things to take shape.
Of course an actual design document eventually gets into far greater detail than this, but …