---
name: animation
description: Use when creating or reviewing character, creature, vehicle or UI animation, animation state machines and game feel. Balances readability, responsiveness and appeal.
---

# Animation

Draft from the Game studio skills library by THE DREAMING JESTER. Adapt it to your game, team and engine.

## Goal

Make motion that communicates intent, responds instantly to input and has personality.

## Before you start

- Know the gameplay timings the animation must support: wind-ups, active frames, recovery, cancels and movement speeds.
- Agree the camera distance and the poses that must read in silhouette.

## Process

1. Block key poses first and check silhouettes at gameplay distance.
2. Fit timing to gameplay: anticipation long enough to read, but short enough that input feels immediate.
3. Respond to input within the first frame or two; use blending, layering or additive animation rather than delaying control.
4. Build state machines with clear entry and exit conditions and no dead ends.
5. Add secondary motion, impact frames, camera response and effects only after the timing works.
6. Test in game with real input, not only in the animation editor.

## Quality bar

- Every attack or threat is readable before it lands.
- Players never feel input lag caused by animation.
- Transitions do not pop, slide or foot-skate noticeably at gameplay distance.

## Output

Animation sets, state machine diagrams, timing tables shared with design, and in-game captures.

## Avoid

- Polishing animation before gameplay timing is locked.
- Root motion that fights the movement system.
