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Developer Diary
Sean Estipona, Art Director

Working on Wild Life! was a unique opportunity for me to use animation to create a personal connection between the player and the animals in the game. Right from the start, our ultimate goal was to make the animals as realistic and life-like as possible. I wanted players to get personally attached to the animals in their animal parks. I wanted players not just to play Wild Life! like a typical empire building game, but to get involved with the animals, give them names, watch them grow up, teach them tricks, and visit them from time to time just to see how they’re doing. Realistic animation had to play a key role in bringing out the personalities of the animals, since simulation games don’t typically have a prefabricated story line with characters, dialog, and dramatic events to bring characters to life.

To get the level of realism we were looking for, we did a lot of homework on how real-world animals move and behave. For example, I got a call one day from the Producer asking about the giraffe. “It looks like a dying spider curling its legs up when it goes to sleep,” he complained. “That just can’t be right.” As it turns out, giraffes really do sleep in a curled up position. They don’t sleep standing up like many other herd animals. They curl up on the ground and rest their necks over their backs. After showing the Producer a few photographs of real-world giraffes curled up like spiders, he just scratched his head and said, “Wow. I’m glad you did your homework on that one. I never would have guessed it.”

We kept our focus on realism even when we were working on fantastic or prehistoric animals like the unicorn, dragon, and tyrannosaurus rex. Out of all the animals we created, my personal favorite was the dragon. I wanted players to feel the breeze when it flaps its wings as it flies by. I also insisted that the dragon breathe fire truly realistically without any cheesy particle effects. Likewise, we avoided unrealistic “magical” effects with the unicorn and favored a more realistic, horse-like approach instead. The result may be less flashy, but it’s a lot more believable and less cartoon-like than many older games’ depictions of unicorns. I wanted the T. Rex to have its own prehistoric feel, so I worked with the Technical Director in addition to the animator to give it a fast, snappish sort of feel that’s a little different from the slow, lumbering T. Rex depicted in many movies and games of the past.

But realism isn’t enough to get players to feel a personal connection to the animals, so we also used animation to create unique personalities in each of the animals. Just as we gave the T. Rex a prehistoric feel to its animations, we also wanted the give each animal its own unique look and feel. The panda is particularly cute and does things like rolling back a little too much when it sits down, as if it almost falls over before recovering its balance. If the panda had rolled too much, the animation would have looked cartoon-like. If it didn’t roll enough, it wouldn’t look as cute and the overall feel and personality of the animal wouldn’t come through.

After all was said and done, I have to say I owe a debt of gratitude to the talented people who brought the animals to life and gave them personalities all their own. In many ways, working with modelers, artists, and animators is the best part of my job. The level of teamwork and enthusiasm on this project was truly an inspiration to me. And, the collective pride we all shared was something that kept me excited to come to work everyday.

 
     

 

   
         
         
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