
game-development
Use when implementing game animations, player feedback, character movement, or interactive entertainment in Unity, Unreal, or other game engines.
- Installs
- 680
- Last 24h
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/dylantarre/animation-principles --skill game-development- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads game-development automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
SKILL.md
The instructions your agent reads when the skill is triggered.
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.
FAQ
What does the game-development skill do?
Use when implementing game animations, player feedback, character movement, or interactive entertainment in Unity, Unreal, or other game engines.
How do I install game-development?
Run npx skills add https://github.com/dylantarre/animation-principles --skill game-development in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/game-development/ (personal) or .claude/skills/game-development/ (project).
Which AI agents can use game-development?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is game-development safe to install?
No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.
Who maintains game-development?
It is published by dylantarre in dylantarre/animation-principles. It has 680 recorded installs.
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