Just minutes before it was set to deliver its financial results for the first half of its 2025-26 fiscal year, Ubisoft mashed the brakes on the whole thing, postponing the release of its results to an unspecified future date. The company also requested that European exchange Euronext halt trading of the company’s shares and bonds from November 14 until the publication of its results.

  • Katana314@lemmy.world
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    3 hours ago

    Yes! For instance, say you’re making a character action game about big flashy jumping attacks. It took a long time to make the attack animations and now you need to provide the player with unlockables to encourage exploring, or some DLC.

    If you have a 2D game, you’d need to do a LOT to integrate any new cosmetics, or characters, into your existing protagonist. But in 3D, if your character finds a hat, it’s very simple to just attach it to the model. Even swapping to a new playable character, you can retarget animations as long as proportions are similar.

    • Cricket [he/him]@lemmy.zip
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      3 hours ago

      I’m still not quite getting your point, sorry. Why would 3D make it easier to attach a hat to the character or retarget animations than 2D? That seems like a specific engine feature limitation and not inherently a shortcoming of 2D in general? It sounds like you’re comparing 3D to a primitive 2D engine where you need to manually draw and animate everything on screen instead of to a modern 2D engine with character bones, parenting, etc. Perhaps I’m actually out of the loop regarding the current limitations of 2D game engines and am thinking more in terms of a comparison between 3D and 2D animation software.

      • Katana314@lemmy.world
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        3 hours ago

        It might be simple attachment if a character is using skeletal animation, eg Intrusion 2. That art style isn’t used often because the direct limb tweeting is often overly visible. Often, most character frames are hand drawn or at least prerendered.

        In these hand drawn styles, a character’s head could appear to enter Z depth as part of the drawing (imagine a 6 frame animation of a character spinning a sword like a top). When that happens WHILE they’re also wearing an attached hat, the hat must rotate and adjust for the depth as well - which means new drawings, even if you’re able to specify the positions of the character’s head during each frame of the animation.

        We could be talking past each other with bad descriptions that need visuals, though.

        • Cricket [he/him]@lemmy.zip
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          32 minutes ago

          I appreciate your more detailed description. I think I get what you’re trying to explain. It just seems to me (at a very shallow level, I’m no expert) that all else being equal, 2D should be able to do just about anything that 3D can, but more simply (with some exceptions, of course - trying to reproduce a 3D look and behavior in 2D would obviously be an order of magnitude more work than just doing it in 3D).

          To your point, I’ve generally noticed that bone-driven 2D animations tend to look kind of janky, like marionettes, but I didn’t think that it was a technical limitation as much as just the animators taking a lot more shortcuts. In other words, why would limb tweening be inherently more overly visible in 2D vs. 3D? It seems that it would be hard to do a pure comparison that controlled for other variables, but intuitively it seems to me that in a comparison that did control for those 2D would turn out easier to produce content for than 3D.

          Again, to your point, I can understand that if we compared popular hand-drawn or pixel art 2D assets and environments with popular styles of 3D assets and environments in common usage, especially across indie games, 3D could very likely come out ahead in productivity.

          Sorry if I have dragged this conversation out too long. I have an interest in game design/development and game art and hope to some day get into both myself with some small games, so this is a topic that I would very much like to have a solid understanding of so I can make the most efficient use of my time.