YouTube animator Worthikids published this last month, an animation of a hilarious scene from It’s Always Sunny in Philadelphia. Just like the animations I’ve linked here of segments of Let’s Plays and podcasts, it’s always really fun to see how the artist sneaks in their own gags to the scenes. My favorite gimmick is the 3D Charlie models that are left standing in the room and then get bumped around in zero-g as Charlie moves through the space. Mac’s giant coffee mug is also funny, since in that episode part of the issue is that the two of them are nearly hallucinating from the amount of coffee and cigarettes they keep having.
Another anime I watched with my friends, though this was before Baccano!
This intro showcases strong sense of design and animation work. Silhouettes and shadows in particular play a big role in this sequence, which also combines character illustrations, animation loops, American newsprint, and some bomb music by the Seatbelts. It just oozes style.
Possibly one of my most favorite classic Disney films. Beautiful artwork and wonderful, fluid animation. A relatively low framerate as was standard back then for Disney, but with hand-drawn stuff it still looks great.
Source of inspiration for both my animation and illustration work (It’s also a source for the fan series A Fox in Space, something I did a post on last semester). It contains all those golden Disney principles of 2D animation, and, the rhinoceroses in this scene were what I was nonconsciously taking reference from when I sketched the second concept, the rhino guard, for my portrait project.
The opening to Baccano!, an anime from 2007 I watched recently with friends. This is the adaptation from a light novel, and it looks really good. The style is consistent and it does as good a job it can at keeping the characters distinct (there are A LOT of characters), and it was a very good idea to repeat their names with their faces for the intro, as you will need help remembering them all at first.
I really like the animation in this series. If I had to pick out one issue, it would just be in the beginning of the intro where Miria points with her right hand at the bag. It looks really wonky without any other part of her body moving with it.
If you haven’t seen any of the Polygon writers Nick and Griffin’s YouTube series, Car Boys, you’re not gonna get this very much.
(The two jointly play a soft-body virtual vehicle simulator called Beam.NG Drive, and invariably break it with their testing. Certain models included in the simulation, a test-crash dummy and a model of the Stig, are frequently the subjects of their game-breaking exploits.)
This video is just well-put together, but it helps to have seen the series. Just search for Car Boys and you will find it.
ahoy is a user on YouTube, actual name Stuart Brown, who makes videos documenting the depiction of various kinds of weaponry in video games.
What I like about these videos is the sense of design in the presentation. Simple stark contrast, with white text on black or single-color backgrounds, and wipe-transitions that invert the colors momentarily as they pass. It’s probably vector work, as that would be the most sensible format for the style. Might be Flash, or entirely After Effects, or a similar program. Either way, it’s neat, clean, stylish, and easy to process.
I haven’t played this game. I don’t know if I would want to, I’ve just been looking at the animation!
No outlines, often solid-color vector bodies with simple shapes that move like bending noodles. Contrasted with more paint-like, gradient- and pattern-heavy backgrounds. Vibrant special effects with lots of glows and bloom. All very cohesive, able to build a variety of atmospheres depending on the mood. Very neat.
Among people I’m close to, it’s no secret I’ve been playing a lot of this since release, and it’s, honestly, my favorite Zelda game so far. Yet even saying that gives me some dissonance, because it’s so different from previous games that I feel weird trying to compare them. Anywho:
Primarily this game inspires me by way of its total visual experience–that being how I perceive everything at once while playing. Then I notice little details in design. Finally, I take a look at particular elements, like special effects animation, animated textures, and interface animation. That’s where the majority of 2D animation is concentrated in this and a lot of other 3D games: the user interface. The UI is pretty solid, though I have complaints with some controls (no quick way to switch tabs in the inventory, among others). This video, a playthrough with no commentary (a kind of video that’s getting increasingly rare over time), shows some of what I’m talking about. You can notice in particular the animation of the game title in the opening prologue.
But geez I love this game. I’m definitely going to do a separate post about the artwork produced for this game, too.
I put off watching this for a while because I pre-judged it as being too cute. Then I got over my insecurity about gender roles and put it on.
Trigger does beautiful work, as always. Wonderfully fluid, a lot of fun, goofy, and adorable. Their animation work is what I would aspire to, in the timeline where I went into the anime industry.