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Techniques & Technology

Rotoscoping

Animation from life

Rotoscoping traced real human movement frame by frame, creating fluid animation in games like Prince of Persia and Another World that felt remarkably lifelike.

Amigapcapple-ii animationgraphicstechnique 1989–present

Overview

Rotoscoping originated in traditional animation—tracing over live-action footage to capture natural movement. Game developers adopted the technique to create character animation far more fluid than hand-drawn sprites. Prince of Persia and Another World demonstrated its power.

The process

Traditional rotoscoping

  1. Film live-action reference
  2. Project frames onto drawing surface
  3. Trace outlines frame by frame
  4. Clean up for final animation

Game adaptation

  1. Film movement (running, jumping, fighting)
  2. Digitise or trace key frames
  3. Reduce to sprite resolution
  4. Optimise for game engine

Prince of Persia

Jordan Mechner’s approach:

StepDetail
ReferenceFilmed brother running, jumping
TracingHand-traced onto Apple II
Frame countFar more than typical games
ResultUnprecedented fluidity

Movement feel

Rotoscoped animation captured:

  • Weight and momentum
  • Natural timing
  • Subtle body mechanics
  • Realistic transitions

Another World

Eric Chahi’s variation:

ApproachDetail
Vector-basedPolygon characters, not sprites
CinematicCamera angles, cutscenes
EfficiencyFewer frames, interpolation
StyleDistinctive silhouette aesthetic

Flashback

Delphine Software expanded the technique:

  • More detailed reference footage
  • Larger sprite animations
  • Complex action sequences
  • Professional stunt performers

Technical considerations

Frame requirements

AnimationTypical spritesRotoscoped
Walk cycle4-8 frames16-24 frames
Jump2-4 frames8-12 frames
Attack3-6 frames12-20 frames

Memory impact

More frames mean:

  • Higher memory usage
  • More artist time
  • Better visual quality
  • Complex state management

Limitations

ChallengeSolution
Memory costCareful frame selection
ResponsivenessBlend with instant feedback
Style consistencySingle actor, single session
Resolution limitsStylised tracing

Games using rotoscoping

GameYearNotable for
Karateka1984Early implementation
Prince of Persia1989Defined the technique
Another World1991Vector variation
Flashback1992Refined approach
Mortal Kombat1992Digitised actors

Digitisation vs rotoscoping

TechniqueMethod
RotoscopingTraced from reference
DigitisationDirect video capture

Mortal Kombat used digitisation; Prince of Persia used rotoscoping.

Legacy

Rotoscoping influenced:

  • Motion capture development
  • Animation quality expectations
  • Cinematic game design
  • Action game movement

See also