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From 2D to 3D and Back: Rotoscoping in Pizza Vs. Skeletons
Written by Jacob A Stevens   
Sunday, 01 May 2011 16:49

Despite having only released one screenshot of Pizza Vs. Skeletons so far, I'm hoping that one aspect of the game has been made clear: We are attempting to achieve a very unique visual style with the game. It is always difficult to summarize an aesthetic, but I'd say that Pizza’s look hovers somewhere between a dark, hand-inked, graphic novel, and the swirling dreamlike insanity of a Vincent Van Gogh painting.

As soon as I settled on this style, an important question was raised: How in the world would I animate it? First, let me admit something up front: I’m a decent animator, but I’m definitely no Miyazaki! Far, far, from it! I’ve always been partial to creating background art, and animation is a bit of a second language to me. Also, skeletons, even cartoon skeletons, are intricately detailed and unforgiving to animate. I didn’t feel confident that I could convincingly animate all the ribs, vertebrae, and phalanges using traditional animation techniques.

I had to construct a new animation process.

Rotoscoping

Rotoscoping is a 2D animation technique first used in 1915. The basic idea is that animators trace their drawings over live action footage shot with real actors, giving lifelike movement to the final animation. The results are fluid, convincing, and have been used to great effect in movies like Disney’s Snow White.

Having always been a fan of the process, I wanted to try applying rotoscoping to Pizza Vs. Skeletons. Obviously I can’t shoot real live action footage of moving skeletons, so I had to combine rotoscoping with a more modern technique: 3D animation.

From 2D to 3D to 2D

The first step was to create a 2D drawing of the front and side views of the skeleton.

These drawings had to be quite precise, so that the front and side views would line up exactly.

Next, using the amazing (and free) 3D software Blender, I modeled the skeleton using the 2D drawings as a reference image.

After modeling, I rendered animations for each of the skeleton’s actions.

Next came the most painstaking step: I manually traced over each frame of the 2D animation in Photoshop, using my Wacom Pen Tablet.

Finally, I added shading, color, and texture to achieve the final animation.

I’m pretty happy with the result! It preserves the feel of the 2D aesthetic that we’re driving for, while having the fluidity and precision that players expect from modern games. My new process is certainly by no means fast: I essentially have to do all the work that a 2D animator and a 3D animator would have to do. I think the unique, hand-crafted look, is well worth it!

Side Node: Why not Cel Shading?

It may occur to some of you that I could have used cel shading to produce a similar effect. Cel shading has come a long way in the last few years, and I’m particularly impressed by the look achieved in Marvel Vs. Capcom 3. Amazing! However, it is a not a technique I’m technically proficient with, and to be honest, I think it looks tacky in all but a few exceptional cases. I am a perfectionist when it comes to using various line weights, textures, and shading, and cel shading doesn’t offer enough control over these design elements. Plus, I simply enjoy drawing each animation, one frame at a time!

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Comments (4)
Can't wait for Pizza vs. Skeletons!
1 Sunday, 01 May 2011 17:52
Josh Weinstein
Jacob-

This looks like it will be another awesome game! As I've said before, Deathfall and Ikaros are two of the most beautiful, fun-to-play IPhone games ever. So I really look forward to this one!
Best,
Josh Weinstein, "Futurama"
Re: Can't wait for Pizza vs. Skeletons!
2 Sunday, 01 May 2011 18:19
Jacob Stevens
Thanks Josh! We really appreciate your positive feedback and support. We're hoping to post updates every week or so for Pizza Vs. Skeletons, so keep an eye out here!

Jacob
thanks
3 Friday, 13 May 2011 08:14
Looks promising, I will be waiting for this game.
Thanks for techniques as well.
Post like this make me happy.
4 Sunday, 15 May 2011 10:47
Hello.

Post like this, sharing knowloedge and techniques, make me love this indie game development world. What an interesting reading!

I will be following this blog, good luck with your games.

Regards.

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