This one teaches you Disney's 12 animation principles through the lens of game feel and frame data. You get concrete timing windows for attacks and dodges, code samples for squash and stretch in Unity and Unreal, and a lookup table mapping each principle to actual game implementations like hit-stop, anticipation telegraphs, and animation curves. It's more technical than art-focused, which is the right call since game animation lives or dies on timing and responsiveness. If you're making a character action game or anything where movement needs to feel good, the frame data reference alone is worth having around. Assumes you know your way around an engine but need the animation theory connected to practical patterns.

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5
skills.sh installs
750
GitHub stars
146
last updated
Aug 21, 2026

Install

$ npx -y skills add dylantarre/animation-principles --skill game-development --agent claude-code

Installs into .claude/skills of the current project.

Files

Game Development Animation

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

Quick Reference

PrincipleGame Implementation
Squash & StretchCharacter deformation, impact frames
AnticipationWind-up animations, charge indicators
StagingCamera focus, environmental cues
Straight Ahead / Pose to PoseProcedural vs keyframed animation
Follow Through / OverlappingCapes, hair, weapon trails
Slow In / Slow OutAnimation curves, attack/recovery
ArcProjectile paths, jump trajectories
Secondary ActionParticles, screen shake, audio sync
TimingFrame data, hit-stop, response windows
ExaggerationStylized movement, hit reactions
Solid DrawingConsistent silhouettes, read at distance
AppealCharacter 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.

Sponsors

Details

Repository
github.com/dylantarre/animation-principles
Categories
Design & UI/UX, Game Development
First seen
Jun 3, 2026

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