ISBX proposed for an interactive game modeled after the popular video game franchise, Talking Tom and Friends. ISBX aptly named the in-game experience, “Talking Happy” which featured an interactive element based on certain touch gestures by the user and a corresponding animation after each interaction. Some examples of these animations include:
- Various Dance Animations
- High Five Animation
- Tickle Animation
- Jumping Fish Animation
- Talking Happy Impatient and Inactivity Animations
In addition to this, ISBX designed and built a memory game similar in format to the classic “Simon Says” game. ISBX’s take was to use a series of drum beats performed by the animated character, that the user would then duplicate by tapping the corresponding drums, with each successful completion culminating in an appropriate animation. After completing three progressively challenging and randomized beats, the user was rewarded with longer celebratory animations.
The final feature involved an actual talking version of the “Talking Happy” character, which consisted of the ability for a user to record their voice for any duration of time and then witness the Talking Happy character recite the exact same phrase back to them. The user could then save this recording and post it up to their Facebook page for social promotion.
In order to perform the complex animations of the feature character, ISBX requested for the delivery of the original 3D asset from Warner Brothers Studios. As a result of licensing restrictions, ISBX was instructed to recreate certain features of the character including the eyes, skin texture and fur.
To sum up the work involved to create a single 3D element such as fur, would require explanation of selfshadowing each fur fiber, rendering of each individual polygon and fur texel, understanding of vertex normal and direction of hair growth and a general understanding of 3D computer graphics. In short, the recreation of these elements was an incredibly labor intensive process, but nothing ISBX was not up to. After recreating each of the required elements, ISBX’s team then had to rig the model in order to properly articulate the simulated movement of the final character. Each animation was painstakingly created, frame by frame, from the rigged 3D model and required thousands of hours of computer rendering time in order to create the sum of all animations. These animations were then converted over to a video format and then sliced up into frame-by-frame animations for use in the final application.