Thank you very much!
Illusion of Gaia was developed by Quintet, and I worked on it in parallel with the final stages of ActRaiser 2, which was also a Quintet project.
I was in charge of all three forms of the main character.
When I received the assignment, I was told I could animate them however I liked, so I made sure the hair and clothing flowed smoothly in the wind from all directions.
I also proposed and added various subtle movements to enhance the animation.
For each form, I put in a lot of care and attention to detail to bring out the character’s personality in the animations.
Incredible talents have been making games for decades & the first-hand expertise of those that came before is priceless, not pursued hard enough, and not well documented or circulated.
Niche youtubers making four hour documentaries on 35 year old games are doing yeoman's work.
Game making is an art.
(This isn't up for debate, yes you can be in the business of art)
One of it's great vulnerabilities is that it was born close to the current era, when ideas only a few years old can be buried in an avalanche of new, maybe novel, but not better ideas.
Tinkering finds "unknown-unknowns."
Michaelangelo didn't throw paint from the floor to the ceiling to start with a perfect Adam.
You don't furnish a bedroom and then frame the rest of the building.
Americans didn't land at Normandy and immediately start firing at Berlin.
Over the years, I have noticed many unproductive ideas become standard in game development.
One of these is the "beautiful corner."
Do not make a "beautiful corner," if you can help it.
If you must, approach it over time and not all in one sprint or milestone.
Creatives across all domains have seen the danger in this approach and found ways to reduce risk.
This is the idea behind the sketch, the thumbnail, the outline, the prototype, scaffolding, timber frames, armatures, drafts, projections, etc.
New things are made by tinkering.