game-development · dylantarre — Claude Code skill: what it does, how to install
Applies Disney's 12 animation principles to Unity and Unreal Engine development. Helps generate frame data, hit-stop effects, and responsive player feedback.
npx skills add dylantarre/animation-principles --skill game-development -a claude-codeWhat game-development does
The skill equips coding agents with animation principles specifically adapted for game engines. Instead of linear transforms, it instructs the model to generate animation curves, anticipation wind-ups for enemy attacks, and squash-and-stretch landing reactions.
It provides frame-timing reference tables for 60 fps along with engine-specific code. This includes C# coroutines for hit-stop freeze frames (2-5 frames) and landing squash in Unity, as well as UCurveFloat jump easing for Unreal Engine. Target input response is bounded under 100ms.
All frame data tables assume a 60 fps baseline. Projects targeting a different frame rate will need those numbers scaled accordingly before pasting them into code.
What it helps with
- calculate startup, active, and recovery frame data for attacks
- create squash and stretch landing coroutines in Unity
- add freeze-frame hit-stop effects on weapon impact
- set up jump arc easing with animation curves in Unreal Engine
Example prompts for the agent
- Write a Unity C# coroutine for landing squash and stretch deformation.
- Show startup, active, and recovery frame counts for a heavy attack at 60 fps.
- Create a 3-frame hit-stop coroutine for Unity combat.
How to install game-development
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill game-development -a claude-code2Manually: put the files in place
~/.claude/skills/game-development/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/game-development/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill game-development -a codex2Manually: put the files in place
.agents/skills/game-development/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill game-development -a cursor2Manually: put the files in place
.cursor/skills/game-development/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install dylantarre/animation-principles game-development2Manually: put the files in place
.github/skills/game-development/SKILL.md1Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill game-development -a gemini-cli2Platform CLI
gemini skills install https://github.com/dylantarre/animation-principles --path skills/01-by-domain/game-developmentManually: put the files in place
.devin/skills/game-development/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add dylantarre/animation-principles --skill game-development -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-development
How to install game-development in Claude Code?
Run npx skills add dylantarre/animation-principles --skill game-development -a claude-code. The skill file is placed at ~/.claude/skills/game-development/SKILL.md.
What does the game-development skill do?
It teaches the agent how to translate Disney's 12 animation principles into game engine code. It guides the creation of readable silhouettes, attack telegraphing, and hit reactions.
What frame rate is assumed for the timing reference?
The reference table measures startup, active, and recovery phases at 60 fps. You must scale these values to match your specific target framerate.
Source text
SKILL.md · MIT
---
name: game-development
description: Use when implementing game animations, player feedback, character movement, or interactive entertainment in Unity, Unreal, or other game engines.
---
# 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.
**Anticipation**: Attack wind-ups telegraph to players. Jump squats before leaving ground. Charge attacks show buildup. Enemy tells warn of incoming damage.
**Staging**: Camera frames important action. Environmental lighting guides attention. Enemy placement creates readable combat scenarios. UI doesn't obscure critical gameplay.
**Straight Ahead vs Pose to Pose**: Procedural animation (ragdoll, physics) is straight ahead. Keyframed attack combos are pose to pose. Blend both—keyframed base with procedural secondary motion.
**Follow Through & Overlapping**: Secondary elements (hair, cloth, tails) continue after body stops. Weapon trails persist after swing. Landing recovery extends past initial impact.
**Slow In / Slow Out**: Use animation curves—never linear for character motion. Attack startup fast-out, recovery slow-in. Ease jumps at apex for floatiness control.
**Arc**: Jumping follows parabolic arc. Sword swings trace curved paths. Projectiles arc naturally unless hitscan. Dodge rolls curve rather than linear translate.
**Secondary Action**: Screen shake on impact. Particle bursts on hits. Controller rumble synced to action. Sound design reinforces visual timing.
**Timing**: Hit-stop (freeze frames) emphasizes impact—2-5 frames typical. Attack startup/active/recovery frame data matters for game feel. Response to input under 100ms.
**Exaggeration**: Game animation reads at distance and speed. Exaggerate poses 20-30% beyond realistic. Hit reactions more dramatic than physics would suggest. Stylization serves clarity.
**Solid Drawing**: Silhouettes must read at all zoom levels. Consistent character proportions across animations. Strong poses at keyframes. Avoid tangent lines that confuse form.
**Appeal**: Characters have personality in idle animations. Movement feels satisfying independent of mechanics. Players should enjoy watching their character move.
## Engine Patterns
### Unity
```csharp
// Squash and stretch on landing
IEnumerator LandingSquash() {
transform.localScale = new Vector3(1.2f, 0.8f, 1.2f);
yield return new WaitForSeconds(0.05f);
// Ease back to normal
float t = 0;
while (t < 1) {
t += Time.deltaTime * 8f;
transform.localScale = Vector3.Lerp(
new Vector3(1.2f, 0.8f, 1.2f),
Vector3.one,
EaseOutElastic(t));
yield return null;
}
}
// Hit-stop for impact
IEnumerator HitStop(int frames) {
Time.timeScale = 0f;
for (int i = 0; i < frames; i++)
yield return null;
Time.timeScale = 1f;
}
```
### Unreal
```cpp
// Animation curve for easing
UPROPERTY(EditAnywhere)
UCurveFloat* JumpArcCurve;
// Apply curve to movement
float CurveValue = JumpArcCurve->GetFloatValue(NormalizedTime);
```
## Timing Reference
| Action Type | Startup | Active | Recovery |
|-------------|---------|--------|----------|
| Light attack | 3-6f | 2-4f | 8-12f |
| Heavy attack | 12-20f | 4-8f | 16-24f |
| Jump | 3-4f | -- | 4-6f |
| Dodge | 2-4f | 8-12f | 6-10f |
Frame data at 60fps. Adjust for target framerate.
© dylantarre · MIT · dylantarre/animation-principles
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