Sykosan
👤 PersonAppearances Over Time
Podcast Appearances
They'd be like, OK, I'm going to animate this 24 frames per second. So for every second, you're going to have 24 drawings. And if you have 10 characters on the screen, that's 10 times 24 drawings.
They'd be like, OK, I'm going to animate this 24 frames per second. So for every second, you're going to have 24 drawings. And if you have 10 characters on the screen, that's 10 times 24 drawings.
So if you have the money, OK. But you don't make a TV series for Netflix, maybe. You don't have a huge budget. You're going to have to pick and choose. And that's what Japanese studios have been good at for all these years. They'll give you some very simple shots to tell the story with a minimum amount of animation.
So if you have the money, OK. But you don't make a TV series for Netflix, maybe. You don't have a huge budget. You're going to have to pick and choose. And that's what Japanese studios have been good at for all these years. They'll give you some very simple shots to tell the story with a minimum amount of animation.
So if you have the money, OK. But you don't make a TV series for Netflix, maybe. You don't have a huge budget. You're going to have to pick and choose. And that's what Japanese studios have been good at for all these years. They'll give you some very simple shots to tell the story with a minimum amount of animation.
And when it becomes important, you'll have an action scene or something emotional happening, then they bring in the best animators, right? And they'll give them all the money and the time that they need to make those scenes count. And in a video game, you get a little bit of that too. The thing is, it's a bit different because a video game, you have your character moving around,
And when it becomes important, you'll have an action scene or something emotional happening, then they bring in the best animators, right? And they'll give them all the money and the time that they need to make those scenes count. And in a video game, you get a little bit of that too. The thing is, it's a bit different because a video game, you have your character moving around,
And when it becomes important, you'll have an action scene or something emotional happening, then they bring in the best animators, right? And they'll give them all the money and the time that they need to make those scenes count. And in a video game, you get a little bit of that too. The thing is, it's a bit different because a video game, you have your character moving around,
And you're going to see that jump, that run, that slide again and again and again. So you need to nail that. You need to make that look really, really good as much as you can. So there's a lot of attention that is put on these little scenes, more even than maybe on a TV series or something like that. And so you've got a few animations, but that still takes an awful lot of work.
And you're going to see that jump, that run, that slide again and again and again. So you need to nail that. You need to make that look really, really good as much as you can. So there's a lot of attention that is put on these little scenes, more even than maybe on a TV series or something like that. And so you've got a few animations, but that still takes an awful lot of work.
And you're going to see that jump, that run, that slide again and again and again. So you need to nail that. You need to make that look really, really good as much as you can. So there's a lot of attention that is put on these little scenes, more even than maybe on a TV series or something like that. And so you've got a few animations, but that still takes an awful lot of work.
So smoothness is important. It helps giving you that premium look. But I think what's important is good keyframing and good drawing is really the essential thing, quality.
So smoothness is important. It helps giving you that premium look. But I think what's important is good keyframing and good drawing is really the essential thing, quality.
So smoothness is important. It helps giving you that premium look. But I think what's important is good keyframing and good drawing is really the essential thing, quality.
Yeah, we had three, three months to make three minutes, essentially, which is horribly short. And so I kind of kept the animation like as simple as possible for most of the shots. And right from the beginning, there are some shots that are a bit more interesting. There's a dragon in there. There's a dancing scene. There's different things that definitely take more attention.
Yeah, we had three, three months to make three minutes, essentially, which is horribly short. And so I kind of kept the animation like as simple as possible for most of the shots. And right from the beginning, there are some shots that are a bit more interesting. There's a dragon in there. There's a dancing scene. There's different things that definitely take more attention.
Yeah, we had three, three months to make three minutes, essentially, which is horribly short. And so I kind of kept the animation like as simple as possible for most of the shots. And right from the beginning, there are some shots that are a bit more interesting. There's a dragon in there. There's a dancing scene. There's different things that definitely take more attention.
There's a transformation scene right at the beginning, a very anime-inspired thing, where she's a witch, turns herself into a little dress, and she jumps on a little broom to fly off. So there was a lot of references to anime in there. And yeah, that approach was very similar. Maybe 90% of the shots are actually quite simple. The characters don't move too much. There's not much happening.
There's a transformation scene right at the beginning, a very anime-inspired thing, where she's a witch, turns herself into a little dress, and she jumps on a little broom to fly off. So there was a lot of references to anime in there. And yeah, that approach was very similar. Maybe 90% of the shots are actually quite simple. The characters don't move too much. There's not much happening.
There's a transformation scene right at the beginning, a very anime-inspired thing, where she's a witch, turns herself into a little dress, and she jumps on a little broom to fly off. So there was a lot of references to anime in there. And yeah, that approach was very similar. Maybe 90% of the shots are actually quite simple. The characters don't move too much. There's not much happening.