An In Depth Look at the Art and Animation
Disney Epic Mickey is months away from release, but the work involved in its creation began years ago. Anyone who has perused the November 2009 issue of Game Informer understands the project’s dramatic scope and ambition. However, we can only fit so much information in the magazine. In our first Inside the Game online feature, we follow the art and animation development from concept to implementation to get a better sense of how Mickey and his world came to life. Don’t miss your first-ever chance to see early animation tests of Mickey and his friends in action. The WorldCaption: Even a small section or level takes many steps to emerge into gameplay. In Epic Mickey, special 2D side-scrolling levels interconnect the larger 3D areas. Every one of these 2D images is based on an old Disney cartoon classic. This area was based on Clock Cleaners, a 1937 cartoon starring Mickey, Donald, and Goofy. Using scenes from the original as inspiration, the team creates a colored concept art piece to illustrate the idea of the level. Designers work together with the artists to shape the level, and indicate the motions of the many cogs, gears, and platforms in the scene. With those directions in hand, the team can implement a three-dimensional, functional version. Finally, Mickey can jump into action and the level can begin being tested and modified. The process of level creation begins as a collaborative project; as the development team throws around ideas for game design and story the artists begin work on concept art in earnest.“It starts on paper with the general idea of the storyline that Warren [Spector] is going for,” explains art director Lee Harker. “We read on paper the general gist of what the level or the area is supposed to be, and we just start firing off ideas all over the place. At that point Warren will come by and we’ll review the work and talk about general direction that we want to go for in each of these areas. Once we nail in on something, it’s just a matter of refining it and refining it until we have it just right.” Caption: Concept art serves a far more important role than being inspirational imagery or fodder for magazine articles. Good concept art can help guide or inform the development of an entire stage of the game. From early on, the game featured story elements that emerged from the history of Mickey Mouse, which the art needed to reflect. “You’ve got this wealth of subject matter out there that’s known all around the world and respected by so many people. It’s just an honor to be able to work with that, and it’s a big responsibility as well,” Harker admits. “You’ve got to continue on top of all these great artists that have come before you and build off of it.”
The Brave Little Tailor
Caption: Many types of blotlings show up throughout the game, but the spatters shown here are the simplest and stupidest of the bunch. The artists have gone to great lengths to create numerous versions so they remain fresh whenever and wherever they show up in the game. Likewise, the animation team has built a wealth of short but amusing motions and actions for the little guys.With a character like Mickey rigged up, the animators then have a “really cool puppet to play with,” as Auburn describes it. They can begin testing the character’s boundaries – how far can he stretch, what poses can he take, what emotions can he project given his facial structure, etc. With Epic Mickey, the animators have the advantage of decades of Disney animation to inspire and direct their choices. Mickey’s tradition also allows them to explore ideas that would be impossible in a more realistic setting. Many studios would have a hard time depicting a gritty space marine who can walk away from an anvil that drops on his head, but the animation team on Epic Mickey has the tools to pull it off, even if it mean days or even weeks of animation work to get the squashed and stretched version of the character to appear correctly after the anvil falls. Always Two Round Ears
Modern development studios can ill afford having departments working in isolation, and Junction Point is no exception. Throughout our visit, we witnessed the iterative process that interconnects different sections. The animators keep in constant contact with those implementing, playing, and testing the game. The artists respond to needs for new environments and characters as they emerge, requiring a constant effort throughout the development cycle.
If this iterative process succeeds, Epic Mickey could put the mouse back on the map. Modern 3D techniques finally allow for the team at Junction Point to present a Mickey Mouse game with the cartoon sensibilities that have been present in his films for decades. Colorful, humorous characters fill the cast, and the environments pull inspiration from classic Disney iconography. Simultaneously, the game introduces a dark and twisted element to Mickey’s world that stands in sharp contrast to his normal environs. It’s a visual framework primed to catapult him back into stardom.
If the process behind the art and animation for Epic Mickey has captured your interest, you'll want to explore our two videos on the subject, Sketching Mickey: The Time Lapse Video, and our video montage of The Art of Epic Mickey. For more on the real-life story of Mickey Mouse, you might enjoy Rise of an Icon: A Pictorial History of Mickey Mouse. Or, for a menu of all our Epic Mickey coverage, visit our landing page for the game, and check out the November 2009 issue of Game Informer magazine.
Want to see everything in greater detail? Make sure and click on the images in the gallery below for full size versions of all the images from this article.
(Design and Layout By Meagan VanBurkleo)
not bad, i like that 3D look of it
Someone is going to buy this!
Wow, this just got me even more excited for this game. As an avid Disney fanboy, I can't wait to get my hands on this and see the villains of old. Now if only my GI would arrive in the mail....
Perhaps this will become the next great platformer of this generation.
Scrapper Mickey looks Sick!!!!!!!!
Sheeit, way to me all excited for this game guys. Thanks, thanks a lot.
Oh, and do you plan on rolling out this amount of awesome coverage for every cover story from now on?? Because this wealth of content and video is awesome...
I'm really excited for this game. I just hope the finished product feels as grand and ambitious as some of the concept art.
Nice concept art wonder how it will translate into the game.
Now I'm very excited! I'm really loving how the game is turning out to look like, and it's apparently months away from release!
I really, really hope this game turns out to be a huge success.
Those animated samples look fantastic. I' really looking forward to this. ^__^
Thanks for the sneak peak, into the creative process but mostly into the gam itself :) I'm happy to see the ol skool Mickey make a comeback. Hope by "months away from release" you mean 3 or 4 and not 10 or 11 like the Fall 2010 date showing on wikipedia...any word?
interesting
Very cool stuff! Now I really can't wait for my magazine! Why do I still not have my magazine? In the time between the ship date and now, I have received almost every other magazine I get. Why must you be late, GI?
Aww mickey you fell down.
Stuff like this makes the wait for the magazine unbearable, but awesome coverage nonetheless.
I can't wait for this game I no nothing really about disney but I know the basics and after reading game informer I know alot more about mickey when nintendo and disney mix there is no telling what kind of game there can be.
In other words I'm looking forward to this game.
Mickey is a timeless classic.
I wonder.. do we only get to play as Mickey
or are there any other playable characters. like Donald for example.
WOW! THis is amazing work! Thanx for this!!! Now im really ... REALLY Excited for this!
I love how they brought back the mad doctor like they did in the
sega game! It looks awesome in 3d!