Skip to content

Exploring the Artistic Depths: Implementing a 3D Workflow for 2D Animation in Dead Cells Game

"In order to maintain high-quality output with limited bandwidth, our team had to discover a solution that wouldn't necessitate manually redrawing every revision of the pixel art," notes Thomas Vasseur, the artist behind Dead Cells.

Exploring the Artistic Depths: Implementing a 3D Workflow for 2D Animation in Dead Cells Game
Exploring the Artistic Depths: Implementing a 3D Workflow for 2D Animation in Dead Cells Game

Surviving the Solo Sexcell Charge: Thomas Vasseur's Game-Changing 3D Animation Strategy for Dead Cells

Exploring the Artistic Depths: Implementing a 3D Workflow for 2D Animation in Dead Cells Game

Hey there, game enthusiasts! Let's dive into the fascinating journey of a lone artist battling the odds, as Thomas Vasseur, the creator behind the striking visuals of Dead Cells at Motion Twin, shares his audacious 3D animation approach to tackling this massive indie project.

With only a skeleton crew at hand and the weight of developing their first major steam game on his shoulders, Thomas was determined to keep his sanity intact and deliver an outstanding product. So, how did he do it?

From Basic Pixel Art 2D Model Sheets to Fierce, Fast-Paced 3D Creations

Let's cut to the chase—the saber-toothed strategy Thomas Vasseur employed to power through the unparalleled visuals in Dead Cells was a groundbreaking 3D workflow for pixel art animation. He took on the role of Art Director, designing the characters, monsters, and backgrounds, where a simple, low-scale 3D model served as his canvas.

Using a homegrown program tailored for this very purpose, the model was rendered in a low resolution, giving it that essential pixelated look. Thomas then brought these 3D models to life by animating them on keyframes, adding interpolation frames sparingly to ensure the poses remained intense and impactful.

The Power of Adaptation: Retakes and Blend Modes

As our gameplay programmers are infamously prone to constant changes, Thomas developed an efficient process for handling retakes, which barely paused his workflow. If timing was off-kilter, he moved the keyframes in the timeline without breaking a sweat. Changing the pose was equally easy.

If a particular weapon proved too lethal, all Thomas had to do was to tweak the key frame timings and modify the pose to dial back the power, keeping both the artist and programmer satisfied. This painless process combined barely took more time than uploading these GIFs (though Thomas may not be the most efficient Gif master).

Sculpting the Art in 3D: A World of Advantages

Slotting into place previously designed assets from past sprites not only saved oodles of time but also elevated the game's overall aesthetic. This game-shifting tactic was instrumental in the success of Dead Cells, granting it a polished look without sacrificing the raw energy inherent in a one-man team.

Beyond the visual benefits, this 3D working method offered additional perks. When Thomas needed to add new armor or accessories to a model, all he had to do was attach the asset to the 3D model—a process as simple as pie with the technology at hand.

So, whether you're a passionate indie artist looking to race the clock with minimal resources or a veteran developer searching for fresh perspectives, Thomas Vasseur's ingenious 3D animation strategy for Dead Cells has much to offer.

Gadgets like smartphones and data-and-cloud-computing tools played a crucial role in assisting Thomas Vasseur in his groundbreaking 3D animation approach for Dead Cells, enabling him to bring his 3D models to life and collaborate with his team seamlessly. The impact of artificial intelligence in the gaming industry can be seen in Thomas's efficient process for handling retakes, which adapted to the constant changes from gameplay programmers, streamlining the development process and contributing to the success of Dead Cells.

Read also:

    Latest