Average Animation Times for Game Studios


#1

Does anyone have any ideas on what the average time/frame expectations are for the different aspects of game animation are?
For instance, what are the expectations for in-game animations, cinematic animations, and facial animation. I’ve seen several estimates for film work, but not too much on game animation.

thanks


#2

Depending on complexity of hte animation, typically the turn around is 2 animations a day that are cyclic (attack, walk, run) or 1 a day if the animation is more acting or action based (death, cut scene, gesture, acting).

Beyond that, there may be prop animation that you can cruise through or boss animations that take a couple days. And everything in between.

Hope this gets you started.


#3

thanks Kiel. Btw, I stumbled across Azureus Rising a couple weeks ago. Nice work.


#4

double post whoops!


#5

I would also add that your role as an animator at any given studio can be highly localized. Some of the larger studios may employ a full-time technical animator, whose job it is to give you support via tools creation, exporting to the game engine etc.

Other studios may take a more generalized approach. Where you as the animator are responsible for getting all the assets into the game in addition to actually animating. Since you’re near the end of the art pipline (maybe VFX too) you can be tasked with prepping the rig for export, making sure the hierarchy and effects are set up properly etc.

As for the actual act of animating. As Kiel said, this can depend on a lot of factors. I have worked in a place where it was their policy to always give a minimum of 2 days on any animation, no matter how small (though this policy was not always followed). Sometimes crunch can weigh in on this and you’re expected to get more done. And other places expect 2 or more a day.

Game art can be very iterative as well. Sometimes meeting a deadline can mean that you don’t have time to get full polished stuff into game. So placeholder animation might be used, or a run cycle might be copied from another character just for purposes of testing etc. until more time can be freed up to get the final version done.

If ultimately you’re worried about being “too slow” don’t. Just focus on honing your skills and eventually you’ll get faster at making decisions and learning what to throw out/what to keep etc. There’s always new stuff to learn :wink:


#6

Thanks Nico! I appreciate your input, and also agree with your comments. These couple of posts have helped me out quite a bit. I should bring more questions here… :slight_smile:


#7

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