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There’s a set of creepy robotic stage performers just round the corner, programmed to move towards human voices. Good thing there’s this helpful message playing on speakerphone to warn the Freddy’s night guard about such things.
For my FNaF animations, what usually happens is that I have the idea for an isolated moment first, then plan around that. This time, it was the part where the animatronics start to move in response to the recorded message drifting down the hall from the security office. The phone audio doesn’t actually put you in any danger in the game, but something similar would later go on to be implemented as a mechanic in UCN.
The actual experience of playing FNaF2 is quite a bit more chaotic than this, with nearly three times the number of active threats, including the constant struggle to keep the Puppet’s lullaby playing to avoid disturbing it. I made a deliberate choice not to cover everything in this animation: Just as in the game it’s easier to balance your focus between four animatronics than it is with all eleven, it’s also easier to balance the focus of a scene.
The big thing about FNaF2 I thought important to try and recapture here was its sense of exposure. There’s never anything more than a corner or two between you and the danger, and with no physical barriers of any kind. But one part of that sense of exposure that I've always felt doesn't quite come across is the long hallway.
Because of technical limitations with the way the game was constructed, with the office as a 2D image which pans back and forth with no sense of depth, the hallway eventually starts to feel like just another screen to watch. I find myself kind of forgetting how it's meant to be an actual extension of the room you're in.
This is in large part solved just by changing mediums to 3D animation, where even the most subtle parallax serves as a reminder of the physical space. But one other thing I did was to have the light from the camera views spill out into the hallway, marrying together the cameras and the office in a way that simply wouldn't have been feasible for a game made in Clickteam.
To elaborate on why that wouldn't have been plausible in the original FNaF2: The various animatronics that stand in the hallway would need an entirely new set of renders for each new source of light. With the light from five different cameras being visible from the hallway, that would sextuple the amount of hallway renders (per animatronic!), and just be generally more trouble than it's worth.
External resources used: Poliigon.com (texture and prop library), KZbin's built-in sound effects library, models from the VR FNaF game Help Wanted, and more sound effects from FNaF2 and Security Breach.
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