Mass Effect: Andromeda has been heavily criticized for many of its animations. Facial animations and select walking animation in particular have been making the rounds on the internet. Now the lead animator for Mass Effect 2 has taken to Twitter to offer an explanation for the poor animation.
Johnathan Cooper has worked as an animator on multiple AAA titles such as Mass Effect 2, Uncharted 4, and Assassin’s Creed 3. He has also previously spoken out against the claim that animations for female characters in Assassin’s Creed Unity would take too much time.
The general idea being conveyed is Quantity vs. Quality, the use of a lower quality algorithm, and limited time. Given the large amount of animations needed Bioware likely used a low quality algorithm to create animations for much of the game and planned to change each scene by hand. For one reason or another they did not have the time to do this completely and were left with what we have now.
Despite the negative attention surrounding the game Cooper found one positive.
“The audience has grown more discerning, which makes our job more difficult but furthers animation quality (and animators) as a requirement.”
Cooper’s full explanation can be seen in the series of tweets below.
First though; going after individual team members is not only despicable, but the culprits and choice of target revealed their true nature.
— Jonathan Cooper (@GameAnim) March 23, 2017
That said, animating an RPG is a really, really big undertaking — completely different from a game like Uncharted so comparisons are unfair.
— Jonathan Cooper (@GameAnim) March 23, 2017
Conversely, RPGs offer a magnitude more volume of content and importantly, player/story choice. It’s simply a quantity vs quality tradeoff.
— Jonathan Cooper (@GameAnim) March 23, 2017
As such, designers (not animators) sequence pre-created animations together — like DJs with samples and tracks.
— Jonathan Cooper (@GameAnim) March 23, 2017
Here’s the cinematic conversation tool for the Witcher 3. Both tools make it fast to assemble from a pool of anims. https://t.co/JK4CKrtxJU
— Jonathan Cooper (@GameAnim) March 23, 2017
The lowest quality scenes may not even be touched by hand. To cover this, an algorithm is used to generate a baseline quality sequence.
— Jonathan Cooper (@GameAnim) March 23, 2017
The Witcher 3 added to this with randomly selected body gestures that could be regenerated to get better results. https://t.co/I3ZogoeoUz
— Jonathan Cooper (@GameAnim) March 23, 2017
This, presumably, was because they planned to hit every line by hand. But a 5‑year dev cycle shows they underestimated this task.
— Jonathan Cooper (@GameAnim) March 23, 2017
Were I to design a conversation system now, I’d push for a workflow based on fast and accessible face & body capture rather than algorithms.
— Jonathan Cooper (@GameAnim) March 23, 2017
The one positive to come out of all this is that AAA story-heavy games can’t skimp on the animation quality with a systemic approach alone.
— Jonathan Cooper (@GameAnim) March 23, 2017
The audience has grown more discerning, which makes our job more difficult but furthers animation quality (and animators) as a requirement.
— Jonathan Cooper (@GameAnim) March 23, 2017