The Making of Murasaki7: Animation

1 year ago

1 year ago


What is animation? Animation is the art of making inanimate objects appear to move. it is an artistic impulse giving the same sense of magic, mystery, and transgression. Source: Britannica

In order to animate something, there are things that we have to keep in mind and in the heart.

Fluidity and Appeal.

These are the assets we needed to create such playful yet attractive animations.


Fluidity. wherein the characters are moving gracefully and harmoniously with the environment where it’s in - think of bamboos swaying on a windy day, or a ballet dancer’s routine for Tchaikovsky’s Swan Lake.


Appeal. The level of attractiveness that affects a person’s rational and emotional being and the time spent in admiring the visuals. Do you resonate with the characters and feel like they’re someone you’ve known? Did you take a second look and feel happy afterward?

Using advanced software like Spine and Autodesk Maya is a huge advantage, but what’s more important is to have a core 2D and 3D animation team who do not only produce to deliver, but to create a wide array of styles while applying the basic principles of animation. From endearing character idles to scary monstrous creatures, the team meticulously analyze each character from the main protagonist to the simple low-level mob personality.

Being an animator for Murasaki7 was a fun and challenging experience. We’ve found ourselves creating different types of cycles, not just the basic walk and run, but idle moments, powerful attacks, cheapshots, and sometimes even death! It was amusing, but tough, complicated, and challenging times are inevitable. Players have their own expectations, and we, animators must convince everyone that our animations are believable. The more immersive and satisfying the experience is, the more players would stay to play the game. Animation is all about communication - communication of animators to players. And a character that's hard to read is an example of bad communication. At the end of the day, in order to make motion look like real life, we, as artists must study real life.

Written By:

John Kenneth Nang

Art Director


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