Rule 1: Squash and stretch
A bad example of the Squash and Stretch rule in game is the character animation in Minecraft. When jumping the avatar stays completely stationary and does not interact with the environment.
Rule 2: Anticipation
Dead Space has a relativity poor example of Anticipation when switching between the weapons within game. When being attacked by the "Necromophs" you are able to switch weapons without any kind of warm up or delay. Thus removing the feel of weight of the weapon and need to change "Isaac's" stance.
Rule 3: Staging
A bad example of Staging is in DJ Hero, The background is highly distracting with fast movements, flashing images and disorientating angles. Some players may find this distracting and inconvenient but personally I like it and think despite being erratic it adds to the theme of the game.
A bad example of Staging is in DJ Hero, The background is highly distracting with fast movements, flashing images and disorientating angles. Some players may find this distracting and inconvenient but personally I like it and think despite being erratic it adds to the theme of the game.
Rule 4: Straight action and pose to pose
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Rule 5: Follow through and overlapping action
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Rule 5: Follow through and overlapping action
An example of bad Follow Through/Overlapping Action is this clothing on some characters in Guild Wars 2. In game the bottom half of a females outfit doe not always flow with the body in the correct manner and looks as if it is attached or stuck to her legs instead of flowing behind and following the motion of the movement.
Rule 6: Slow in and slow out
Due to the nature of the game Hotline Miami is a bad example of Slow in and Slow out. The game is a fast pace retro shooter where all you do it hit/shoot enemy's as fast as you can so there is no need to slow down or you will be killed.
Rule 7: Arcs
Due to the style of the game being a retro 64-bit pixel art format the character you play as just dodges obstetrical that are presented before him on one single plane. The character is fixed in one spot with only the ability to jump on one axes, once enough points have been collected he trails a rainbow behind him giving the illustration he is creating an arc shape when actually he is not.
Due to the style of the game being a retro 64-bit pixel art format the character you play as just dodges obstetrical that are presented before him on one single plane. The character is fixed in one spot with only the ability to jump on one axes, once enough points have been collected he trails a rainbow behind him giving the illustration he is creating an arc shape when actually he is not.
Rule 8: Secondary action
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Rule 9: Timing
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Rule 10: Exaggeration
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Rule 11: Solid drawing
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Rule 12: Appeal
Characters I personally find unappealing are pretty much any weird fleshy monster from the Silent Hill series. don't get me wrong the designs are incredibly well done to set the mood for the game play but don't count on me sticking around if one of these fuglies come crawling.
Characters I personally find unappealing are pretty much any weird fleshy monster from the Silent Hill series. don't get me wrong the designs are incredibly well done to set the mood for the game play but don't count on me sticking around if one of these fuglies come crawling.
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