Animation- Â (after the rigging takes place animation then begins, specifically looking at character animation it differs greatly across the many genres of games. As more detail is put into a 3rd person perspective compared to lets say a 1st person one, as in 3rd everything is present to the player and can be viewed from different angles where as in 1st they are restricted to a view window from the character. There's also a big contrast to how animation works in comparison to movies and television, many more factors have to be taken into consideration when working in games as previously mentioned the animation must look fluent at all possible angles a luxury that films can cheat as they are set in one angle, interactivity is probably the most important part as the animation should never impede the players control but rather enhance the experience)
Mocap- ( taking the industry by storm, mocap has been around for a while but has never been used much in the gaming's early years, being a much more frequent tool to this day and being used in a vast majority of games especially the AAA titles. it provides developers the ability create more realistic faces and body motions as instead of moving a puppet an actor is providing all the movements. however this form of animation isn't so different between media as mocap in games are generally saved for cut scenes rather than gameplay.)
Hi-rez studios- ( Hi-rez studios is an independent, privately held video game developer with multiple studios, one of which is in the Brighton. Focusing on their most popular title of this time, SMITE a 3rd person moba that takes characters from mythology. John Nguyen, the lead animator for the game discussed his process when it comes down to animating any the many characters, after the character is decided upon he goes through a step process to try and capture its essence. Observing people's movements and mannerisms and applying these quirks to the character can make them have a sense of relatability. When it comes down to animating the character do simple things like the walk or idle animation, he questions the characters personality and motives then acts out the actions for reference and feedback.)