Animations, facial expressions and eye movement


For a good part of the game development process the characters and the environments in which they moved were fundamentally static.

The main need in that phase was to build as many locations as possible, put the necessary objects inside them and implement the logic and scripts for interacting with them and with any characters present, just as foreseen by the document on which I had written the detailed plot of each scene.

Then, as the scenes were completed, the need arose to make those locations more alive, to animate them. From the beginning I had introduced different levels of parallax, to create a perspective and movement effect that I really liked. But when I introduced more detailed animations, such as those of the monitors inside the first game scene, the laboratory one, and of the flying vehicles outside the window, I really began to "experience" the scene and see it as almost plausible. 

During those months of development I happened to read parts of Ron Gilbert's devlog written during the development of Thimbleweed Park years before. Among these I found a log regarding the introduction of eye animation and some facial expressions into his game. That reading opened up a new scenario for me, I had already worked on some animations for the main character to be automatically shown in the game while he was still on the screen waiting for user input. From that moment on, I will have drawn hundreds of frames for the main character alone to create his animations. The final result, once inserted into an animated environment, I personally found intriguing.

Get Beautiful Artificial Creatures

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.