Game Design
Animation for Game Designers
Why do Disney characters feel alive? Why do some game characters feel stiff? The 12 principles of animation (1981) remain foundational - and games use them for gameplay communication.
- **Cuphead** - rotoscoped animation in a 1930s cartoon style. Squash/stretch everywhere. Animation IS the game's identity
- **Dark Souls** - enemy anticipation = fair difficulty. Long wind-up = your reaction window. Animation serves gameplay
- **Hollow Knight** - precise hitboxes matching animations. Responsive feel through minimal anticipation for the player
Squash & Stretch
**Squash & Stretch** - deforming an object to show impact and motion. When landing, a character squashes. When jumping - it stretches. Volume is preserved, shape changes. Creates life and physicality.
**Bouncing ball exercise.** A classic animation test. The ball squashes on ground contact and stretches during the fall. One object, infinite depth of possibility.
**Game applications:** - Character landings (impact feedback) - Attacks (weapon squash on hit) - UI elements (button press effect) - Collectibles (coins squash on collect)
A character lands after a jump. What squash/stretch should be applied?
Anticipation
**Anticipation** - a preparatory movement before the main action. Before jumping - crouch down. Before striking - wind up. It telegraphs what will happen and prepares the viewer.
**Enemy telegraph.** In Souls-like games, enemy wind-up = your dodge window. Long anticipation = fair difficulty. Without telegraph, attacks feel unfair. Animation serves gameplay.
**Game balance:** - Player attacks: minimal anticipation (feels responsive) - Enemy attacks: clear anticipation (readable) - Balance: player advantage through better responsiveness - Trade-off: longer anticipation = more powerful attack
A boss has an instant attack with no wind-up. Players complain it's 'unfair'. How to fix it with anticipation?
Follow-Through
**Follow-through** - continuation of movement after the main action. A hand doesn't stop instantly after a strike - it continues its motion. Parts with different mass move at different speeds (drag).
**Secondary motion.** Main movement = body. Secondary = hair, cape, accessories. They follow but with a delay. Creates richness without adding gameplay complexity.
**Implementation:** - Recovery frames after attack - Procedural secondary motion (hair physics) - Camera settling after movement - UI animation overshoot
A character with long hair is running and stops abruptly. What should the hair do?
Easing (Slow In/Out)
**Easing** - non-linear movement between keyframes. Objects accelerate and decelerate rather than moving at constant speed. 'Slow in, slow out' = natural motion. Linear movement feels robotic.
**UI animation.** A menu slides in with ease-out (fast appearance, gentle stop). Feels responsive but not jarring. Linear UI feels cheap and mechanical.
**Easing by context:** - Character movement: ease in-out - UI transitions: ease out (responsive) - Impacts: instant start (no ease in) - Falling objects: ease in only (gravity)
Animation is only visual polish and doesn't affect gameplay
Animation is critical for gameplay communication. Anticipation telegraphs attacks. Follow-through shows commitment. Without proper animation, gameplay is unreadable
Dark Souls without enemy wind-up = unfair. Fighting games without recovery frames = unbalanced. Animation and gameplay are inseparable
A modal window needs to appear on screen. Which easing to choose for the best feel?
Key Ideas
- **Squash & Stretch** gives life. Impact = squash, motion = stretch. Volume constant, shape changes
- **Anticipation** telegraphs actions. Player = minimal (responsive), Enemy = visible (fair). Animation = game balance tool
- **Follow-through and Easing** complete motion naturally. Overshoot, drag, non-linear speed. Makes everything feel polished
Related Topics
Animation works together with other polish elements:
Вопросы для размышления
- Think of a game with memorable animations. What principles can you identify?
- How does anticipation affect difficulty in action games?
- Where do you notice easing in non-game contexts? (UI, websites, apps)