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Get to Live Play Multiple Characters Mass Effects

Breathe more life into every character on the screen with the technologies used on this top-end platform.

Game Animation and Feature Animation

Every aspect displayed is animated here to take the experience to a whole new level of unbridled thrill and delight.

Run Animation

Let your characters sprint on the course to victory on a perpetuating fun-filled game of multiple lives.

Fighting Animation

Take on the enemies with the powers and ammunition to win points from the different animated challenges.

Death Animation

Give every character a dramatic but sudden death to pass onto the next session without delay and monotony.

This is a great space for us to explore the various feature of game animation. Every gamer must check this out.

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Highlighted Features

Mission Start Podcast

Squash & stretch

The principle of adding contrasting shapes to change the outlook of a structure is brought into the games.


All the characters must play to the camera despite the changes in the atmosphere; staging ensures that.

Slow in & slow out

Positions obtained by objects or figures can change in a sequence, but the transition is smooth with this feature.

Secondary action

Any action that is a result of some activity in the background or foreground is a secondary action in animation.

Straight ahead & pose to pose

Drawings are to be animated with this technique from the first stroke to end the sequence in the best order.


This is the time an action takes from beginning to end, measured for tracking the functions of duration in animations.

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Aminated issues solved
Happy Gamers

Overview Between Game and Feature Animation

Games have animations responding to gameplay, whereas feature animation combines small snippets to convey emotions.

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How Game Animation is Different from Movie Animation

Game Animation

Games are interactive. When you play a game, you have absolute control of the character and the camera. You are the person driving the story forward and making the moves. Therefore, the animation not only has to look good but has to be so from every possible angle.

For example, if the player rotates the camera around in a third-person game, they will see the walk or run cycle from a new angle. This angle can reveal things such as knee pops which may not be visible in the normal camera view. These are things a game animator needs to take into consideration to ensure their animation holds up whatever the player might throw at it.

Game Animation

Animation in Movies

In the case of animation in movies, the animator is only responsible only for animating whatever is in the field of view of the shot camera. In other words, they just need to worry about one camera angle at a time. While watching an animated movie, the Play button is hit, and the movie plays. There is no way you can rotate the camera around to look at the whole set. Therefore, your field of vision is stuck at whatever the camera is viewing.

This allows animators working on a movie to cheat in certain ways, as they know that the shot will be seen from only one angle. Therefore, if it looks great from that particular angle, that is all that matters. However, this does not mean that film animation is easy. It simply means that the difficulties associated with game animation are different from those faced in the film animation industry.

Game Animation

Creating Game Animation

The game animator will be exposed to several more types of animations than typically found in a movie, such as what Pixar or DreamWorks produces. There might be animations being made for fantasy creatures, combat manoeuvres, giants, scripted events, etc. There are many different types of cycles associated with a game as well, not just walk and run cycles. For example, most games will have a breathing cycle, crouching and walking cycle, an idle stance cycle where the character is standing still, walking forward aiming a gun, lying down and crawling, crouching and shooting, etc.

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Game Animation

Body Mechanics

There are a lot of games which are driven by body mechanics, so it is essential for the game developers to spend a lot of time perfecting the body mechanics to be successful in games. This is not to say there will not be any acting scenes in the movie, but if you go back and revisit the last video game you played, you will probably notice just how dependent games are on body mechanics.

3 Common Mistakes in Game Animation

Game Animation

Here are some of the most common types of problems that have come up on several occasions and some basic tips and tricks to overcome them.

Response To Joystick Changes After They Have Stabilized

Modern gamepads generally contain digital buttons but also have analogue triggers and joysticks, which can output an almost infinite number of values. Joysticks can give any output angle between 0 and 360 degrees, as well as a deflection radius between 0 and 1. While seeming to be binary buttons, triggers can output any value between 0 and 1 as they are pressure sensitive.

Game Animation

It is important to be aware of this difference while binding analogue controls to decision points for the actions and animations of a certain character. Users will take some time to change the analogue control from 0 to 1. If there are several segments on this range that trigger different types of actions, some of these states in the middle could trigger unwarranted actions in the game even though it is not the intent of the user.

Have Enough Frames Of Animation To Cover Blending Out

Characters in video games nowadays are absolute athletes. They can jump, run at high speeds, juke and keep running, all while keeping a certain amount of forwarding momentum. Similarly, when transitioning from action to action, it is extremely important for the transitions and motions of the character to be believable and smooth. One way of achieving this is by adding longer blend times between moves. This can help maintain a smooth transition from the first animation to the next. However, the outgoing/slave animation needs to update and move as per its momentum for the blend’s duration to function properly.

If the outgoing animation’s motion is shorter than the length of the blend from the first animation to the next, it means that the blending algorithm will use a static pose having no defined velocity as the slave. This will be interpreted as zero speed. This abrupt transition on the slave animation to zero speed depends on the blend weight remaining on the slave animation and can create discontinuities within the blended speed of the character during its transition.

Do Not Lose Interest Motion When Blending Into Assets

Most motions a character performs contains anticipation, action and an ultimate follow-through. Taking away any one of these segments can compromise the naturality of the character. Unfortunately, creating such unnatural transitions is too easy in video games. This phenomenon is apparent in basketball games where the player is constantly dribbling the ball down to the ground and catching it on its way up. Great care and attention need to be provided for transitioning during any segment so it can be replaced with something which will maintain this flow of anticipation, action and follow-through.

Anime Los Angeles 8

Anime Los Angeles

The first thing that I want to discuss is general location and parking. As a few of my followers already know, I had previously attended Pacific Media Expo at the LAX Hilton just a couple of months ago. This time I was back in the Los Angeles Airport area just a couple of buildings away at the Marriott Hotel. I was told that the price of parking would be somewhere around $13 plus tax with the ALA for the hotel’s parking lot. I ended up using the parking lot in between the Hilton and the Marriott for only10.50. I suggest this lot to anyone who doesn’t mind walking an extra couple of minutes to the hotel because it was not at all over crowded. I believe that the Marriott itself was an excellent choice for a convention of this size. Yes, it was small. Yes, everything was sort of packed together, but everything worked out. The main thing I enjoyed about the venue was that the lobby and the main event/panel rooms were separated. The Ballroom Level held all of the panels and video rooms while the Lobby Level only contained the Artist Alley. I overheard people saying they didn’t even know their was an Artist Alley until they had been leaving the hotel but it was still on the map anyway. Even though this room was “hidden” from the rest of the convention, it always looked crowded when I passed through so I think that artists got the attention their work deserved. Separate from these two floors was the Pool Deck. Fortunately the weather was good for photographs so a lot of people were outdoors. This area was where someone could just sit and wait for hordes of cosplayers to pass through and take photos. Another photo spot was in the Patio. This outdoor area was not as crowded as the Pool Deck but was a meet-up spot for gatherings and more ‘’personal’’ photo shoots were being taken here all day.

The organization of this convention was really impressive compared to other cons I had attended before. I made my way from Orange County to Los Angeles early and arrived just as the first panels were about to start. I registered using At-Con registration and was surprised that there was no line and it was a really quick process to get my badge. The ticket price was $35, which was more than what I had been used to at other conventions but fair for something of this size. The Program Guide was also very interesting and went into detail on everything at the con. The guide was it’s own piece of art with All of the staff were very friendly and helpful right away. I did not have a single negative interaction with any members of the staff and it seemed to me like they positioned people that really knew their stuff out in the most crowded spots. Even when I hadn’t asked a question and probably just looked lost, a staff member came up to me asking if I needed help. A big thing about ALA would have to be the ‘ribbons’ they give out to attach to your badge. Unfortunately for me they had already run out of most of them at the beginning of day 2 so I missed out! I really enjoyed the seating arrangements all over the convention. There were painted benches with anime themes on them, bean bag chairs, and couches for guests to sit on. There were also photo print posters along the halls from a previously ALA and of course water stations scattered around the halls. One thing that stood out to me was the information posters outside of each room. For example the rooms were renamed “LP3” instead of “New York”, which is common for conventions, but they also actually had nicely and neatly printed out schedules for not just that day or hour, but for the whole weekend. The sign outside would say which day and what exact times things were scheduled to happen in each room. This tiny schedule board made all the difference when instead of seeing an open room and then having to look up a schedule, I could easily and quickly find out what was going on. The rooms themselves had more than enough chairs for the panels I had attended and were a good size for the expected audiences. I didn’t really notice any mentionable schedule problems and most panels I had seen started and ended on time successfully. I briefly questioned a few people in the halls about how they felt about this convention. Some people were 3 or 4 year ALA veterans and for some this was one of their first conventions. All of the persons I spoke to had positive things to say about their experiences from this year.

For such a small convention they had a larger selection of dealers than Pacific Media Expo with fair prices. There was a lot more variety in items being sold compared to PMX because it wasn’t just clothes and plushies. I saw a lot more posters, novelty gifts, cosplay accessories, and original stores. Instead of a lot of similar items being sold in one place, Dealers’ Hall was much more like a very small section of what would be expected at Anime Expo. ALA’s Artists’ Alley was really not what I was use to. ALA had just switched to a “lottery system” for spots available to artists looking to sell but they really did a good job! I had never before seen that many GREAT artists selling in one place. I guess it was just luck but at almost every table I was really very interested in the artists’ prints and badges. Higher prices were expected for laborious work but I think a lot of it was worth it to help a struggling artist. Lastly, I think the positive atmosphere of the convention influenced the positive experiences I had with cosplayers. I had never met so many nice and friendly cosplayers at a convention before. I was running on one hour of sleep for the entire day and wasn’t too excited to deal with the usual pushing/shoving and bad body odor that comes from a convention. However, it seemed to me like all day a lot of people were very mellow, friendly, and CLEAN! Made a lot of new acquaintances and didn’t smell any bad body odor, to boot! ☺

As I continue to expand my scope of conventions as part of living in Los Angeles for most of the year, I have added Anime Los Angeles (ALA) to my hit list of conventions. Being held at the LAX Marriott, which is coincidentally near the LAX Hilton, the home of Pacific Media Expo (PMX), ALA offers an entertaining and fulfilling weekend filled with panels, concerts, performances, cosplays, and a grand masquerade to top it all off.

Compared to other hotels I have been to, lodging arrangements could have gone more smoothly in my opinion. There were check-in delays throughout Day 1 and baggage storage/claim delays on Day 3. The rooms do not disappoint, and as I stated in my report on PMX, neither do the variety of restaurants in the area, which are conveniently listed on a single sheet of paper included in the goodie bag that you receive upon processing your registration. There are no food trucks, but the lobby floor contains a café, a Starbucks, and a bar. Again, as the LAX Marriott is located very close to the LAX Hilton, one can take the lengthy walk to various stores for supplies. The pool deck on the first floor is quite popular for cosplayers to hold gatherings and to have photoshoots. The convention area has also been redecorated to fit the theme with benches featuring art from anime, manga, video games, etc. along with the bathroom signs being replaced with “Fan Boys” and “Fan Girls.” On the other hand, the Artist’s Alley, which featured a collection of cosplays that have won competitions, was oddly located on the lobby floor. The Dealer’s Hall was more or less typical for a convention this size though I should mention there seems to be little regulation on the vendors as I have spotted quite a few questionable items while browsing there.

Even though its name implies it emphasizes anime, manga, and modern-day Japanese culture, ALA features events based on these along with Western animation, comics, and more, contributing to an ever-growing attendance. This convention features guests such as artist Stan Sakai, voice actor Chris Cason, voice actress Cristina Vee, cosplay expert Sionna Neidengard, and various music artists. Like PMX, ALA suffers from size-deficient event rooms. Compared to PMX, though, ALA’s events went more smoothly with few technical difficulties and delays.

ALA also features concerts throughout the convention during the late morning and early afternoon. These concerts may not be as big as what most people are used to, but they are worth checking out in my opinion. I believe Mikarin of Momotama gave a pretty good description of the concerts at ALA when she said, “We are like an oasis. You can come in to relax or be filled with energy,” during the duo’s concert on Sunday afternoon, featuring anime and classic song covers. The Western Vocaloid scene also continues to expand as Tempo-P (and Neutrino-P who was in the room in spirit) of Vocalekt Visions and special guest Koda-P, a notable user of English-speaking Vocaloids, present virtual performances of their hits.

For those who want to be a little more active, ALA has a tradition of collecting ribbons to be appended onto your badge upon completing certain tasks. Some of these tasks are as simple as stating that it is your first time at the convention while other tasks provide a chance to meet some of the convention staff. For the fans, ALA’s lengthy convention guides provide a space right underneath the descriptions of the various guests for them to sign during their autograph sessions or when you happen to see them in the halls. Unfortunately, these guides were printed a little too early, listing a band that would cancel not too long before the actual convention (Dig Jelly) and not mentioning a group that would bring in a fairly large crowd despite the arrangement of the room provided for the concerts (Vocalekt Visions).

As a gradually growing convention, ALA offers all sorts of programs and events for fans of anime, manga, video games, and even Western media. ALA also offers a stronger sense of community with its fan events, cosplay gatherings, and ribbon-collecting quest. Like other conventions in this day and age, it caters to the late-night crowd by hosting a dance and leaving its karaoke room open past midnight. I highly recommend checking out ALA whether you are a convention veteran or you have not been to a convention before not only for its programming variety but also for its role as a gateway to other conventions in the area as representatives from PMX, Anime Kaigi, Anime Conji, and Anime Expo were there to get the word about them.

Animation In Gaming: Some Essential Info

Animation In Gaming

A lot of people believe that animation from movies and gaming or actually the same, but nothing can be further from the truth. Animation in games is actually very different, because the animation will definitely be the second thing that is prioritised. When it comes to games, a lot of other things are focused on other than animation, but we have to accept the fact that there is a lot of animation work in games.

Animation In Gaming

When you watch a movie, the animation is definitely the main thing that is prioritised by the animation company. The second would be the sound. There are a couple of things that are considered when creating a game and when creating animations for a particular game. There are a lot of differences and techniques that are required, as well. In games, you need to create animations that will respond to the gameplay, storytelling and more. When you mix the both aspects together, you will be dealing with a couple of things. Most of the animations are short, and they are combined with the character and their attitude as well. In brief, the animation is definitely something that is created to help people when they are trying to translate what the player is going through and what they want to convey.

Now, I will be talking about some very important elements of games.

Firstly, the most important element of gameplay is obviously storytelling. You have to get to leave the game, and you have to play as the main character. In a lot of games, you will be able to play multiple characters as well. You can choose how much you want to invest in the character. The players will get to make decisions, and the story is altered depending on the decisions of the players. All of this requires amazing animation. You will be seeing your character the whole time, and a good animator is required to make all of this happened. You can do more than animate; you will be learning how to design animation systems. Animation timing is obviously one of the most important things.

You are also exposed to so many different types of animation. You will have to animate creatures, cinematic landscapes, characters, combat, giants and more. You will be required to animate a lot of different things. You may even need to animate more than 160 frames per second. You will also be expected to do a lot of technical things that will make sure that the game is successful. You will be dealing with blogging, designing and integrating animations. Responsibilities are definitely high when it comes to developing a game. That is why, it is so different when compared to animation movies. One of the greatest game animation is from a provider called Pragmatic Play which you can play slots game online at situs judi online. Movies have a completely different set of responsibilities and priorities.

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