
Game Development
- 422 installs
- 68 repo stars
- Updated December 30, 2025
- dylantarre/animation-principles
game-development is a Claude Code skill that applies Disney's 12 animation principles—including anticipation, follow-through, hit-stop, and state blends—to characters, HUD elements, and feedback loops in Unity, Unreal, a
About
game-development is a game animation skill for Claude Code that maps Disney's 12 animation principles to interactive game implementations in Unity, Unreal, and other engines. The skill covers squash and stretch for impact frames, anticipation for wind-up and charge cues, follow-through for capes and hair, and hit-stop for combat feedback across characters, HUD elements, and player response loops. Its quick-reference tables tie each principle to concrete engine patterns such as procedural versus keyframed animation and camera staging for readability. Use game-development when implementing movement, combat feedback, or UI motion and you want principled game feel instead of arbitrary tween values.
- Anticipation and follow-through
- Hit-stop and impact frames
- HUD feedback timing
- Character state blending
- Game-feel juice patterns
Game Development by the numbers
- 422 all-time installs (skills.sh)
- Ranked #52 of 247 Game Development skills by installs in the Skillselion catalog
- Data as of Aug 3, 2026 (Skillselion catalog sync)
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| Installs | 422 |
|---|---|
| repo stars | ★ 68 |
| Last updated | December 30, 2025 |
| Repository | dylantarre/animation-principles ↗ |
How do you implement game-feel animation in Unity?
Apply game-feel animation rules—anticipation, follow-through, hit-stop, and state blends—for characters, HUD elements, and feedback loops in interactive play experiences.
Who is it for?
Game developers implementing character movement, combat feedback, or HUD motion in Unity, Unreal, or similar engines who want principled animation timing.
Skip if: Non-interactive video production, static UI component libraries, or backend game server work with no client animation.
When should I use this skill?
The user implements game animations, player feedback, character movement, or interactive entertainment and needs principled motion design guidance.
What you get
Animation implementation patterns for anticipation, follow-through, hit-stop, squash-and-stretch, and state blend transitions
- Animation timing patterns
- Principle-to-implementation reference
By the numbers
- Covers Disney's 12 animation principles with engine-specific implementation tables
Files
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.
Related skills
FAQ
Which game engines does game-development support?
game-development targets Unity, Unreal, and other interactive game engines, translating Disney's 12 animation principles into character movement, HUD feedback, and combat response patterns.
What animation principles does game-development cover?
game-development applies principles including squash and stretch, anticipation, staging, follow-through, overlapping action, and slow in/out to game-specific cases such as hit-stop, charge wind-ups, and procedural versus keyframed motion.