CGSociety has a feature article on the art direction of EA’s “Mirror’s Edge” game. It’s a first-person platformer, “action adventure” game which the point of view as the main character’s eyes. This created alot of difficulties for the art and design team, which had to not only find a way to compensate for how the eye and brain perceive body movements, but find ways to make them look correct on the screen.
In the Mirror’s Edge production, Dahl tells CGSociety that animating for ‘Mirror’s Edge’ was a challenge of animating your perceptions of movement and not the exact body moments. “If you roll a camera on someone’s head while that person is running, the recording will look very noisy and shaky,” he explains. “We had to figure out how your eyes and brain compensate for your body moments, so there was a lot of trial and error before getting the right look on all the moves.”