A book which I noticed Darren Wall had on his desk I have now taken out of the library.
Jones, A. & J, Oliff (2007) Thinking Animation, Thomson Course Technology, MA, U.S.A.
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Thinking Animation by Jones, A. & J, Oliff |
This book is fantastic and features several chapters, which can be applied to other fundamentals (both video-game and animation). The chapters which I will be using in particular include information on archetypes, character motivation and ‘flaws’.
Flaws are something which can prove to be extremely useful in my report as flaws are what make a character interesting. An interesting section of the book states:
"Survival is the core of human nature. Flaws are those traits that will get in the way of our achieving the goal of survival."
Jones, A. & J, Oliff. (2007)
This is great as it ties in with two areas of my paper that I wish to elaborate in. Firstly, survival and fear are easily recognisable human traits and ones which we can relate to. If we see a character who we are initially invested in, then it is our basic instinct to empathise and try to help, or rescue. This is one main draw which video-games use in the their narratives and characters.
The second point to make from this is that 'flaws' are often depicted through secondary, subtle motions. These can be gestures, facial expressions, or when pauses in animation, replicating a thought process. These can be applied to all of the video-game examples that I am using in my paper, but in particular, the relationship between the gamer and the character Alyx in Half Life 2. There are other sections in this book which will also help in my understanding of what aids a character's development, as well as what works in a scene.
Thinking Animation blog - LINK