Bringing life to video characters is not an easy task, but tweaking a minor detail in the feature impacts the overall game for animators. For players, it is easier to play than to develop it since even the faintest textures are also involved.  

The Hardest Thing to Animate for the Game Designers?

When game designers were asked about the hardest thing to animate in video games, their answer baffled the fans.

For the experts who have spent their life fixing and creating stunning terrains, setting depth and tone to characters' skins, and other related things that can be animated, the hardest stuff to animate were the doors, SVG reported.

To a person with no or little knowledge about animation, it may sound simple. But coming from the designers, the answers are all the same: doors are challenging.

Comments From the Game Designers

On Mar. 9, "Death Trash" maker Stephan Hövelbrinks said on his Twitter that what made doors the most difficult things to animate was due to their property. Doors block pathways.

Moreover, they could also affect the interaction of the characters to a specific game setting or object. Hövelbrinks caught his fellow developers' attention, and they also shared their sentiments regarding the "simple" yet mind-boggling doors.

Another person involved in game development, Kurt Margenau, known for his "The Last of Us 2" creation, joked that he did not know why everyone seemed to be confused in the recent comment about the door.

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Margenau continued that they took a day before they installed the said features for "The Last of Us 2" combat scheme. He added that it will require a good talent before doing that thing.

For Margenau, doors have a special place in his heart because that was one of the things that made his team think carefully to execute their game design plan. The video game designer, who worked at Naughty Dog since 2008, admitted that this common house feature challenged them.

Upon commenting about doors, Margenau also teased the possibility of a new game project currently in the making behind Naughty Dog's own doors. "There pretty much wasn't a department not affected by adding doors in combat," Margenau tweeted.

The team behind "The Last of Us 2" confessed that making doors was a pain, even though they were already used to working with AI systems and important animation sequences.

Boss Fight Entertainment Design director Damion Schubert pointed out some remarks from Margenau. He said that creating doors gives "more trouble" than they are worth.

Furthermore, Schubert said that making doors should not be rushed because it will only produce a lot of in-game problems like glitches in objects and characters.

For instance, "Cyberpunk 2077" was reported to be full of glitches, as observed by the players. In addition, Schubert added that the game will not survive without the element of immersion.

When doors seem to be fragile, their real-life use will also reflect in the game. If they are functional, they will operate well also.

Remedy lead gameplay designer Sergey Mohov tweeted that he did not exactly know the number of months they spent making a door system in "Control." What's even funny is the weapons and abilities, which look more complicated, are easier to do than the doors.

"Considering the gorgeous graphics and mind-bending abilities available in Control, fans might be surprised to hear that doors provided a struggle for the team," Mohov said.

Players should patronize and appreciate the games being made by game developers. They do not know the headache that the doors have caused them. Looks can be deceiving, so as the doors. 


 

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Written by Joen Coronel

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