• Skip to main content
  • Skip to header right navigation
  • Skip to site footer
Gameranx

Gameranx

Video Game News, Lists & Guides

  • News
  • Features
  • Platforms
    • Xbox Series X
    • PS5
    • Nintendo
  • Videos
  • Upcoming Games
  • Guides

Mass Effect: Andromeda Animation Problem Analyzed by Naughty Dog Developer

March 27, 2017 by Jordan Biazzo

How are you digging Mass Effect: Andromeda?

Mass Effect: Andromeda has been a topic discussion of late. Ever since the game launched, the lack of polish for the game flourished. Gamers all around were noticing weird animations, bugs, and much more unappealing features they didn’t expect to be present in the release of the game.

Mass Effect trilogy was a very prestigious series of games. Each one outdid the next, but it seems that Mass Effect: Andromeda is a little behind. Well, if you were wondering what happened with the game from the developer side of things, Jonathan Cooper – animation developer at Naughty Dog, took to Twitter to give fans his take on what went wrong with Andromeda’s horrid animations.

Check out the series of tweets compiled down below, courtesy of PlayStation LifeStyle:

Folks have been asking so here are my thoughts on Mass Effect Andromeda’s animation. Hopefully, people will better understand the process. First, though; going after individual team members is not only despicable, but the culprits and choice of target revealed their true nature.

Just as we credit a team, not an individual, for a game’s success, we should never single out one person for a team’s failures. That said, animating an RPG is a really, really big undertaking – completely different from a game like Uncharted so comparisons are unfair.

Every encounter in Uncharted is unique & highly controlled because we create highly-authored ‘wide’ linear stories with bespoke animations. Conversely, RPGs offer a magnitude more volume of content and importantly, player/story choice. It’s simply a quantity vs quality tradeoff.

In Mass Effect 1 we had over 8 hrs of facial performance. In Horizon Zero Dawn they had around 15. Player expectations have only grown. As such, designers (not animators) sequence pre-created animations together – like DJs with samples and tracks.

Here is the Frostbite cinematic conversation tool circa Dragon Age Inquisition. (Source: http://www.frostbite.com/2014/08/creating-biowares-first-rpg-on-the-frostbite-engine/)

Here’s the cinematic conversation tool for the Witcher 3. Both tools make it fast to assemble from a pool of anims. https://www.youtube.com/watch?v=cF9zt-vEGc4

Because time denotes not every scene is equally possible, dialogues are separated into tiered quality levels based on importance/likelihood.

The lowest quality scenes may not even be touched by hand. To cover this, an algorithm is used to generate a baseline quality sequence.Mass Effect 1-3 populated default body ‘talking’ movement, lip-sync and head movement based on the dialogue text.

The Witcher 3 added to this with randomly selected body gestures that could be regenerated to get better results. http://www.gameanim.com/2016/03/23/cinematic-dialogue-witcher-3/

Andromeda seems to have lowered the quality of it’s base algorithm, resulting in the ‘My face is tired’ meme featuring nothing but lip-sync.

This, presumably, was because they planned to hit every line by hand. But a 5-year dev cycle shows they underestimated this task.(All this is exacerbated by us living in an era of share buttons and youtube, getting the lowest quality out to the widest audience.)

Were I to design a conversation system now, I’d push for a workflow based on fast and accessible face & body capture rather than algorithms.

While it hasn’t 100% proved this method, Horizon Zero Dawn’s better scenes succeed due to a use of facial mocap.

The one positive to come out of all this is that AAA story-heavy games can’t skimp on the animation quality with a systemic approach alone.

The audience has grown more discerning, which makes our job more difficult but furthers animation quality (and animators) as a requirement.

Find out if we thought Mass Effect: Andromeda is worth the purchase by watching our latest installment of Before You Buy. Within the series, we take a look at some of the latest video game releases and discuss it in hopes that we give you enough insight on deciding if the game featured is worth picking up. Watch the video here.

Mass Effect: Andromeda is now available for PS4, Xbox One, and PC.

Share this post:

FacebookTwitterLinkedInPinterest

Recent Videos

Why You Always Have NOTHING TO PLAY

Why You Always Have NOTHING TO PLAY

Top 25 NEW Single Player Games of 2026

Top 25 NEW Single Player Games of 2026

GTA 6 LEAK DEBUNKED, PS5 PRO SKYROCKETS & MORE

GTA 6 LEAK DEBUNKED, PS5 PRO SKYROCKETS & MORE

Hellraiser Revival - Before You Buy

Hellraiser Revival - Before You Buy

10 Open World Games You'd WANT TO 100%

10 Open World Games You'd WANT TO 100%

Star Wars Galactic Racer - Before You Buy

Star Wars Galactic Racer - Before You Buy

Ace Combat 8 - Before You Buy

Ace Combat 8 - Before You Buy

10 Genius Gameplay Mechanics That Are Now EXTINCT

10 Genius Gameplay Mechanics That Are Now EXTINCT

20 MOST Satisfying Combat Games You SHOULDN'T MISS

20 MOST Satisfying Combat Games You SHOULDN'T MISS

Category: UpdatesTag: Bad Animations, Bioware, Bugs, Detailed, EA, featured, Mass Efefct: Andromeda, Mass Effect, Naughty Dog, patches, PC, PS4, Twitter, Xbox One

Sidebar

Recent Posts

  • Cyberleek Makes A Milestone Roadmap To Their Crypto Reaching $ 30 Million And Leaking GTA 6
  • Nate The Hate: Odds Are Not Favorable That Starfield Will Still Come To Switch 2
  • Nintendo Reassures Gamers They Have No Plans To Stop Making Physical Media
  • GTA 6 Leaker Arion Kurtaj Trial Scheduled On November 9 – Days Before GTA 6’s Launch
  • Nintendo of America President Devon Pritchard: GTA 6 On Switch 2 Is A Conversation For Take-Two and Rockstar

Copyright © 2026 · Gameranx · All Rights Reserved · Powered by Mai Theme