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