Scott O'Neil-12 Principals of Animation

 12 Principals of Animation in Rogue Company

    Principal 1: Squash and Stretch

Rogue Company uses this principle with the jump animation of their characters, to "exaggerate movement in the related direction" (Cooper, pg. 28), they squash when getting ready to jump, and then stretch when they are doing the actual jump. This animation is set up to happen so fast so it won't look weird to the user. 

Principal 2: Staging

Rogue Company uses staging in a different way than your traditional cinematic. When the match begins, players can choose one of a few characters to play as, after that the players are introduced with their user name next to their character. This cinematic scene "involves the use of camera, lighting, or character composition to focus the viewer's attention on what is relevant" (Cooper, pg. 29), the camera starts in front of all four of the characters that are on your team, who are in a diamond formation, then it zooms in and shows your character with your username. The camera then pans to the left to show the next player, then to the back player, and then to the player on the right. 

Principal 3: Anticipation

Rogue Company uses anticipation in the jump animation when the character bends slightly before the jump, to "sell the energy transfer of an action" (Cooper, pg. 30).

Principal 5: Follow-Through and Overlapping Action

Overlapping occurs in Rogue Company when the user punches. Overlapping "covers the notion that different parts of a character's body will move at different rates" (Cooper, pg. 32). The punching animation straightens the arm, turns the torso, slightly turns the head, and lunges with the legs. The follow-through is "what takes place after an action" (Cooper, pg. 32), which can be seen in Rogue Company after a jump.

Principal 10: Timing

There are different characters with different builds, which means different movement speeds. Timing "will give the viewer an impression of how weighted or powerful that motion is" (Cooper, pg. 38). There is a character that has a bulky look, he moves slow, and the rate at which he moves is slow, compared to other characters who have a slim build and can move much faster, and seem light. 

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