[V]What type of animation do game developers prefer to see?
- Action (running, fighting, etc.)
- Acting (charcter acting, talking etc.)
What do you guys think?
If you're talking about in a portfolio, think of it in terms of range of animation instead of specific animated actions. It's more helpful to guage a persons abilities from a range rather than a grab bag of idles/deaths/attacks - after all, your ability is what an employer seeks to assess you on.
To clarify, think of a range of animation, like subtle expression through to large full body actions, and then derive the specific animations from that. Even if it's just two completely polar types of animations which are done well, it's much better than 20 good idle and walk cycles. An example, you might do:
- subtle nervousness (like a suspect being questioned by the police). Fidgeting, eyes wandering, erratic blinking, twitchy and jerky head movements... it's all subtle yet very communicative of emotion.
- large acrobatic and full body feat (think over-the-top kung-fu opera style acrobatics). Expressive movement, transfer of weight and motion. All about large scale mass and motion.
hope this helps
Thanks for the info J.I. Styles.
I would also like to share what I've learned from 'Career Animation Forum' (which was held in Federation Square, Melbourne) 20 seconds of quality smooth animation is enough, than showing a serious of animation that could probably last a minute or more.
Because the 3D industry in Australia is so small, you should specialise on atleast 2 areas in 3D e.g animation, rigging, modelling etc.
Sorry for replying so late.
Btw, check out some of the answers in my interview with [url="http://www.sumea.com.au/sarticle.asp?art_ID=2147"]Lachlan (animator) from Pandemic[/url].
the impression I got from a recent Digital Labours Federation Talk (that included staff from Rising Sun Pictures and ex RatBag) was that quality over quantity was the key- more than any other factor when they view a show reel. so I would say choose one aspect of one topic that you have mentioned and spend a sh*tload of time getting 1 or 2 really killer animations together.
I think developers would want to see a little bit of everything,
you never know what you might be asked to work on. [;)]