Much of the book, “Timing in Animation,” was written for animators working on characters for movies that are intended for viewing in theaters and on television.
But since its first publication, interactive games have gone from the humble 1970s Ping-Pong game to big-budget projects that rival the complexity of Hollywood’s biggest films. Game creators can use many of the skills of a regular animator, albeit with a few differences. These differences are also discussed in the book.
While newer and better tools and software are rapidly becoming available, the key element in all of this is you, the art director. So the purpose of this book—to teach you the fundamentals of movement and timing that every animator needs—remains relevant.
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