I thought about this story by Michael Ende "Jim Button and Luke the Engine Driver" where's a character named 'Mr. Tur Tur, a "Scheinriese" ("apparent giant", as he appears smaller the closer he gets)' (https://en.wikipedia.org/wiki/Jim_Button_and_Luke_the_Engine...). This could be implemented in a game.
> Artists work in whatever canvas size makes sense for the motion they’re drawing.
made me think "what?" Artists making concept art or drawing for fun, sure. Whatever resolution is comfortable is fine. But for animation or in-game art, a resolution is always defined. Even the most amateur artists learn about sprite sheets the first time they try 2D animation, and rule one of sprite sheets is using a uniform resolution for every frame.
I honestly don't get why someone would write a blog post for such a simple problem. It's fizzbuzz level. I thought the author might be an artist who knows very little about programming and is just learning, but according the about page they have PhD and has published 20 programming books...?
> Artists work in whatever canvas size makes sense for the motion they’re drawing.
made me think "what?" Artists making concept art or drawing for fun, sure. Whatever resolution is comfortable is fine. But for animation or in-game art, a resolution is always defined. Even the most amateur artists learn about sprite sheets the first time they try 2D animation, and rule one of sprite sheets is using a uniform resolution for every frame.
"Hey, artist, could you add a layer with straight line in you file and fit animation so character actually walks on it?"
...but I imagine the artist was also AI here...