game-development

Game Development Animation

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Install skill "game-development" with this command: npx skills add dylantarre/animation-principles/dylantarre-animation-principles-game-development

Game Development Animation

Apply Disney's 12 animation principles to game engines, player feedback, and interactive entertainment.

Quick Reference

Principle Game Implementation

Squash & Stretch Character deformation, impact frames

Anticipation Wind-up animations, charge indicators

Staging Camera focus, environmental cues

Straight Ahead / Pose to Pose Procedural vs keyframed animation

Follow Through / Overlapping Capes, hair, weapon trails

Slow In / Slow Out Animation curves, attack/recovery

Arc Projectile paths, jump trajectories

Secondary Action Particles, screen shake, audio sync

Timing Frame data, hit-stop, response windows

Exaggeration Stylized movement, hit reactions

Solid Drawing Consistent silhouettes, read at distance

Appeal Character personality, satisfying feedback

Principle Applications

Squash & Stretch: Deform characters on landing impact. Stretch during fast movement. Impact frames freeze and squash for power. Keep volume consistent in deformation.

Anticipation: Attack wind-ups telegraph to players. Jump squats before leaving ground. Charge attacks show buildup. Enemy tells warn of incoming damage.

Staging: Camera frames important action. Environmental lighting guides attention. Enemy placement creates readable combat scenarios. UI doesn't obscure critical gameplay.

Straight Ahead vs Pose to Pose: Procedural animation (ragdoll, physics) is straight ahead. Keyframed attack combos are pose to pose. Blend both—keyframed base with procedural secondary motion.

Follow Through & Overlapping: Secondary elements (hair, cloth, tails) continue after body stops. Weapon trails persist after swing. Landing recovery extends past initial impact.

Slow In / Slow Out: Use animation curves—never linear for character motion. Attack startup fast-out, recovery slow-in. Ease jumps at apex for floatiness control.

Arc: Jumping follows parabolic arc. Sword swings trace curved paths. Projectiles arc naturally unless hitscan. Dodge rolls curve rather than linear translate.

Secondary Action: Screen shake on impact. Particle bursts on hits. Controller rumble synced to action. Sound design reinforces visual timing.

Timing: Hit-stop (freeze frames) emphasizes impact—2-5 frames typical. Attack startup/active/recovery frame data matters for game feel. Response to input under 100ms.

Exaggeration: Game animation reads at distance and speed. Exaggerate poses 20-30% beyond realistic. Hit reactions more dramatic than physics would suggest. Stylization serves clarity.

Solid Drawing: Silhouettes must read at all zoom levels. Consistent character proportions across animations. Strong poses at keyframes. Avoid tangent lines that confuse form.

Appeal: Characters have personality in idle animations. Movement feels satisfying independent of mechanics. Players should enjoy watching their character move.

Engine Patterns

Unity

// Squash and stretch on landing IEnumerator LandingSquash() { transform.localScale = new Vector3(1.2f, 0.8f, 1.2f); yield return new WaitForSeconds(0.05f); // Ease back to normal float t = 0; while (t < 1) { t += Time.deltaTime * 8f; transform.localScale = Vector3.Lerp( new Vector3(1.2f, 0.8f, 1.2f), Vector3.one, EaseOutElastic(t)); yield return null; } }

// Hit-stop for impact IEnumerator HitStop(int frames) { Time.timeScale = 0f; for (int i = 0; i < frames; i++) yield return null; Time.timeScale = 1f; }

Unreal

// Animation curve for easing UPROPERTY(EditAnywhere) UCurveFloat* JumpArcCurve;

// Apply curve to movement float CurveValue = JumpArcCurve->GetFloatValue(NormalizedTime);

Timing Reference

Action Type Startup Active Recovery

Light attack 3-6f 2-4f 8-12f

Heavy attack 12-20f 4-8f 16-24f

Jump 3-4f

4-6f

Dodge 2-4f 8-12f 6-10f

Frame data at 60fps. Adjust for target framerate.

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