
Game Development
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.
- install copies · 90 days. Times the install command was copied on this site in the last 90 days, bots filtered.
- 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-codeInstalls 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
| 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.
Sponsors
Details
- Repository
- github.com/dylantarre/animation-principles
- Categories
- Design & UI/UX, Game Development
- First seen
- Jun 3, 2026
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