# game-development

Applies Disney's 12 animation principles to Unity and Unreal Engine development. Helps generate frame data, hit-stop effects, and responsive player feedback.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 679 installs · ★ 129
- Author: dylantarre
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/dylantarre/animation-principles/tree/HEAD/skills/01-by-domain/game-development/SKILL.md
- Updated: 2025-12-30
- HTML: https://affpapa.org/en/nevibecode/skills/dylantarre-game-development

## What it 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.

## Requirements
- Works with: Unity, Unreal Engine

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill game-development -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/game-development/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/game-development/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill game-development -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/game-development/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill game-development -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/game-development/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install dylantarre/animation-principles game-development
```

2. **Manually: put the files in place**
- File: `.github/skills/game-development/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill game-development -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/dylantarre/animation-principles --path skills/01-by-domain/game-development
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/game-development/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add dylantarre/animation-principles --skill game-development -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/dylantarre/animation-principles/tree/HEAD/skills/01-by-domain/game-development/SKILL.md

## When to use it
- 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
- 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.

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: 52275401fa93b3ff.

BEGIN THIRD-PARTY FILE 52275401fa93b3ff
```text
---
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.
```
END THIRD-PARTY FILE 52275401fa93b3ff

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