The Official SMITE Magazine Issue #11 | Page 53

put the burden on the animation team to make character is being conceived. In some cases, that it work. We chose the bolas and his agility as his means they have a broad and enjoyable personality, hooks, and he is still one of my favorite characters and in others it means they have a really rich as a result, and hope he is one the community presentation in their weapons, abilities, or form. enjoys the animation presentation of. Sad Keanu... Apollo was fun because his personality, Bakasura Q: If you could go back and change one of your older animations, what would it be and why? A: Well, there is not a specific animation per re-do was fun because no one stopped us from making him creepier than the original, and Sylvanus was fun because just look at him. We push to find say (if it were just one I would just go back and the things that define a character, and the deeper fix it), but I would have liked a bit of a do-over on those hooks are the more fun we usually have. Ullr as he was concepted at one point during his development - for a while we were pushing to have a transformation into a bear, and with his in-hand Q: In tandem, which god have you found it most simple to animate? A: The simplest gods end up being the most weapon being throwing axes instead the bow. There complex if we are doing it right. Some characters were reasons for the changes in design and lore, and have a very obvious and broad presentation, and I think his weapons/stance switch came out well, those characters allow us to put all our efforts into but from the animation presentation side, we would those elements. Bacchaus is a great example - have had a lot of fun with the bear and the axes. his concept is simple, direct, and fun, with a very Q: What type of god do you find the most enjoyment in bringing to life? A: The gods that are the most fun are the ones we can develop strong animation hooks on when the The SMITE Community Magazine Issue #11 expressionate model, and as a resul а