Everyone who played it thought it looked just like an episode. I think that the animation, for the most part, really sold what South Park is. I think that Stick of Truth is a really solid game. When I got pulled on, I was the only artist on the project for about six months, so you’re trying to figure out how to get South Park’s assets into a game engine.ĭo you think they nailed the look on Stick of Truth? Or could you tell the difference? They want that kind of community development. Ubisoft is its own entity, but it is acting as an extension of the interactive hand of Matt and Trey. With this project, we wanted to be much more collaborative. I don’t know the logistics behind why they didn’t have Maya. If you were to try and have a South Park animator animate in Flash, you would just be told, “No,” but that’s all Obsidian was doing with that game. Obsidian in Flash, and the South Park show is done in Maya. Since you were at South Park Studios for Stick of Truth’s production, what did that process look like from outside the game studio? During our conversation with Walker, he talked about why The Fractured But Whole was so challenging to animate and how close Stick of Truth actually got to emulating the show’s aesthetic. However, the show has a brutal animation process that is hard to emulate in the game. As one of the primary liaisons between the game and the show, Walker helped make sure that The Fractured But Whole looks as authentic as possible. Before joining Ubisoft as a senior animator for South Park: The Fractured But Whole, Lucas Walker spent six years working on the show itself at South Park Studios.
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