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gaming-entertainment — Claude Code skill: animation for games

A skill for animation in gaming apps, streaming platforms and interactive media: it maps Disney's 12 principles onto concrete UI elements.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add dylantarre/animation-principles --skill gaming-entertainment -a claude-code
Open on GitHub

What gaming-entertainment does

The skill steers the agent when you design motion for games, streaming apps or entertainment portals. It walks through Disney's 12 principles against specific elements: button presses, character icons, achievement unlocks, loot boxes, level starts, victory screens, menu transitions, particles and swipe gestures. Each entry says what to animate and how.

A timing table pins down durations and easing: button press at 100ms, menu transition at 200ms, card flip at 300ms, achievement pop at 500ms, victory animation at 1000-2000ms. For game feel the skill advises 100-200ms, dramatic moments slow to 500-800ms, and UI feedback lands at 50-100ms.

Worth installing if you build game or media interfaces and want the agent to suggest specific techniques with numbers instead of vague smooth animation. On a plain admin panel or marketing page, principles like stretching a badge on unlock just add noise.

What it helps with

  • pick duration and easing for a game button press
  • lay out a staggered cascade when a menu opens
  • build a dramatic reveal for a reward or loot box
  • add ambient background motion to a victory screen
  • shape particle trajectories and card swipe arcs

Example prompts for the agent

  • suggest an achievement unlock animation using the gaming-entertainment principles
  • what timings should I use for transitions between game menu screens
  • sketch the level start animation with escalating tension

How to install gaming-entertainment

1Skills CLI (Vercel)

npx skills add dylantarre/animation-principles --skill gaming-entertainment -a claude-code

2Manually: put the files in place

~/.claude/skills/gaming-entertainment/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/gaming-entertainment/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about gaming-entertainment

How do I install gaming-entertainment in Claude?

Run npx skills add dylantarre/animation-principles --skill gaming-entertainment -a claude-code. The skill file lands at ~/.claude/skills/gaming-entertainment/SKILL.md.

What does gaming-entertainment do?

It applies Disney's 12 animation principles to gaming and media interfaces and provides a timing table with easing functions for common actions.

Which platforms does the skill support?

Claude, Codex, Cursor, GitHub Copilot, Gemini CLI and OpenCode. Each platform has its own install command in the repository.

Source text

SKILL.md · MIT
---
name: gaming-entertainment
description: Use when designing animations for gaming apps, streaming platforms, entertainment portals, or interactive media
---

# Gaming & Entertainment Animation Principles

Apply Disney's 12 principles to create immersive, exciting experiences that maximize engagement and emotional impact.

## The 12 Principles Applied

### 1. Squash & Stretch
- **Button Presses**: Satisfying squash on tap
- **Character Icons**: Bounce and stretch for personality
- **Achievements**: Badges stretch dramatically on unlock

### 2. Anticipation
- **Play Button**: Wind-up before launch
- **Loot Boxes**: Dramatic build-up before reveal
- **Level Start**: Countdown with escalating energy

### 3. Staging
- **Hero Content**: Full-bleed featured media
- **Now Playing**: Center stage with ambient effects
- **Notifications**: Attention-grabbing without blocking content

### 4. Straight Ahead & Pose to Pose
- **Gameplay**: Fluid continuous animation (straight ahead)
- **Menu Navigation**: Snappy defined states (pose to pose)
- **Cutscenes**: Choreographed sequences

### 5. Follow Through & Overlapping Action
- **UI Elements**: Staggered animation cascades
- **Victory Screens**: Multiple overlapping celebrations
- **Menu Items**: Sequential reveal with follow-through

### 6. Slow In & Slow Out
- **Epic Moments**: Dramatic slow-motion effects
- **Menu Transitions**: Quick but smooth
- **Loading Screens**: Engaging animated loops

### 7. Arc
- **Particle Effects**: Natural curved trajectories
- **Swipe Gestures**: Smooth arcing card movements
- **Projectiles**: Physics-based arc paths

### 8. Secondary Action
- **Background Animations**: Ambient movement always present
- **Achievement Pop**: Sparkles while badge animates
- **Score Update**: Effects while numbers climb

### 9. Timing
- **Fast & Responsive**: 100-200ms for game feel
- **Dramatic Moments**: Slow to 500-800ms for impact
- **UI Feedback**: Instant 50-100ms responses

### 10. Exaggeration
- **Go Big**: Entertainment thrives on drama
- **Victories**: Explosive celebrations
- **Power-ups**: Oversized visual feedback

### 11. Solid Drawing
- **Art Direction**: Consistent style across UI
- **3D Elements**: Proper depth and perspective
- **Character Animation**: Appealing poses and movements

### 12. Appeal
- **Maximum Personality**: Every element has character
- **Emotional Range**: From tension to triumph
- **Memorable Moments**: Create shareable experiences

## Industry Timing Standards

| Action | Duration | Easing |
|--------|----------|--------|
| Button Press | 100ms | ease-out |
| Menu Transition | 200ms | ease-out |
| Victory Animation | 1000-2000ms | custom-bounce |
| Achievement Pop | 500ms | spring |
| Card Flip | 300ms | ease-in-out |

## Key Principle
Entertainment is about emotion. Use animation to amplify feelings - excitement, tension, triumph, and joy. Don't hold back when the moment calls for spectacle.

© dylantarre · MIT · dylantarre/animation-principles

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