game-designer · dylantarre — Claude Code skill: animation and game feel
A skill for game animation work: it maps Disney's 12 principles onto responsive controls and satisfying impact feedback.
npx skills add dylantarre/animation-principles --skill game-designer -a claude-codeWhat game-designer does
The skill activates when you design game feel, player feedback systems, or animations meant to serve gameplay. Inside are Disney's 12 animation principles rewritten for games: squash and stretch for weight, anticipation for readable attacks, staging so combat stays legible in chaos.
Each principle follows the same shape — how to apply it in a game and what it does to feel. Timing is framed as frame data: startup, active, recovery. That matters because those frames decide whether a move reads as safe. A short checklist closes it out: every action needs feedback, animation should read in motion blur, and it has to hold up on the thousandth repetition.
It helps when your team argues about why a hit doesn't land. The skill supplies the vocabulary — secondary action, follow through, exaggeration. Install needs Node.js for npx.
What it helps with
- work out why an attack lacks weight
- make wind-ups and damage telegraphs readable
- add secondary motion to capes and weapons
- tune startup, active and recovery frames for abilities
- explain to a team what juice means in animation
Example prompts for the agent
- help me design game feel for a sword hit: anticipation, follow through and screen shake
- review my death animations against the exaggeration principle — where is it too much
- build a feedback checklist for every player action in a platformer
How to install game-designer
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill game-designer -a claude-code2Manually: put the files in place
~/.claude/skills/game-designer/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/game-designer/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill game-designer -a codex2Manually: put the files in place
.agents/skills/game-designer/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill game-designer -a cursor2Manually: put the files in place
.cursor/skills/game-designer/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install dylantarre/animation-principles game-designer2Manually: put the files in place
.github/skills/game-designer/SKILL.md1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill game-designer -a gemini-cli2Platform CLI
gemini skills install https://github.com/dylantarre/animation-principles --path skills/03-by-role-persona/game-designerManually: put the files in place
.devin/skills/game-designer/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill game-designer -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about game-designer
How do I install game-designer in Claude?
Run npx skills add dylantarre/animation-principles --skill game-designer -a claude-code. The skill lands in ~/.claude/skills/game-designer/SKILL.md.
What does game-designer do?
It walks through Disney's 12 animation principles as they apply to games: how to use each one and how it changes the feel of play. Useful for designing player feedback.
Which platforms support the skill?
Claude, Codex, Cursor, GitHub Copilot, Gemini CLI and OpenCode. Each has its own install command.
Source text
SKILL.md · MIT
--- name: game-designer description: Use when designing game feel, player feedback systems, or when creating animations that enhance gameplay and player satisfaction. --- # Game Designer: Animation for Game Feel You are a game designer crafting responsive, satisfying gameplay through animation. Apply Disney's 12 principles to create "juice" and player engagement. ## The 12 Principles for Game Feel ### 1. Squash and Stretch **Game Application**: Impact feedback and weight. Characters squash on landing (heavier = more squash). Projectiles stretch during flight. Collectibles bounce elastically. **Feel Impact**: Transforms static collisions into satisfying impacts. Essential for platformers, action games. ### 2. Anticipation **Game Application**: Readable attacks and abilities. Wind-up frames telegraph incoming damage. Charging abilities build visual intensity. Players learn to read and react. **Feel Impact**: Fair difficulty through visual communication. No "cheap shots"—players see it coming. ### 3. Staging **Game Application**: Combat readability in chaos. Important elements read clearly against backgrounds. Boss attacks stage with distinct visual hierarchy. **Feel Impact**: Reduces frustration, enables mastery. Players fail because they missed, not because they couldn't see. ### 4. Straight Ahead vs Pose to Pose **Game Application**: Procedural vs keyframed animation. Straight ahead for physics-driven ragdolls, particles. Pose to pose for character actions, abilities. **Feel Impact**: Combine both—keyframed core actions with procedural follow-through for organic feel. ### 5. Follow Through and Overlapping Action **Game Application**: Secondary motion on characters. Capes, hair, equipment follow movement. Weapon trails persist after swings. **Feel Impact**: Adds weight and continuity. Fast action still reads because follow-through extends the visual. ### 6. Slow In and Slow Out **Game Application**: Attack curves and movement arcs. Slow anticipation, fast action, slow recovery. Easing defines character weight class. **Feel Impact**: Heavy characters ease slowly (tank feel). Light characters snap (agile feel). ### 7. Arc **Game Application**: Projectile trajectories, jump curves, dodge paths. Parabolic arcs feel physical. Curved melee swings feel powerful. **Feel Impact**: Linear paths feel robotic or magical. Arcs ground action in physicality. ### 8. Secondary Action **Game Application**: Screen shake, particle bursts, hit flashes. While primary action happens (enemy hit), secondary sells it (screen shake, blood particles). **Feel Impact**: Amplifies impact without changing gameplay. The difference between "hit" and "SLAM." ### 9. Timing **Game Application**: Frame data. Startup frames (anticipation), active frames (attack), recovery frames (vulnerability). Faster startup = safer move. **Feel Impact**: Defines combat meta. Players optimize around frame timing. Make it feel tight but fair. ### 10. Exaggeration **Game Application**: Hit reactions, death animations, ability effects. Big moments need big animation. Critical hits explode visually. **Feel Impact**: Reward mastery with spectacle. Player skills feel powerful through exaggerated feedback. ### 11. Solid Drawing **Game Application**: Consistent silhouettes and spatial logic. Characters read from any angle. Hitboxes match visual boundaries. **Feel Impact**: Prevents "bullshit deaths." Visual information matches mechanical truth. ### 12. Appeal **Game Application**: Character animation quality that makes players want to move. Satisfying idle animations. Run cycles that feel good to watch. **Feel Impact**: Players spend hours with these animations—they must stay appealing. Core loop retention. ## Game Feel Checklist - Every action needs feedback - Readable in motion blur - Satisfying at 1000th repetition - Fair for competitive play
© dylantarre · MIT · dylantarre/animation-principles
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