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Overview: Building the Foundations of a Gameplay Animation Locomotion System
Before talking about turns, banking, or speed variations, I wanted to go back to what supports the entire system: the foundations of locomotion. Idle, walk, stops, starts. These blocks define the feeling of control, the coherence of transitions, the readability of intentions, and the way the character actually responds to player input. Over the past few months, I’ve broken these bricks down one by one. Because they are structural: they determine the stability of the system, i
13 hours ago


Crafting a gameplay Start animation: the impulse under pressure
Approaching a start in production means mastering where to cut, how to handle the blend, who provides the impulse, and how to maintain coherence across all starts.
Jun 16


Interview with Carlo Andrei Mercado: Thinking of Animation as a System
“Gameplay animation is never just movement: it’s a living system, a language that connects the engine, the player, and the artistic intention.
Jun 9


Gameplay Animation Start: Where Responsiveness Happens
The start is the precise moment where a game’s responsiveness is decided.
Between intention and impulse, between code and sensation, the start concentrates all the tensions of gameplay.
It’s the place where the gameplay animator turns an input into movement , and movement into control.
Jun 2


Gameplay Animation Challenge 6 – Starts (June 2026)
Join the challenge and add start animations to your gameplay locomotion to build a complete and responsive moveset.
May 26


Building a stop in gameplay animation: conventions, engine constraints, and concrete production examples
The stop depends on the engine, the game style, the locomotion system, and all the constraints around it. It’s this context that determines how it must be built.
May 19


Interview Monika Smolicz : From Mocap to Gameplay
One of the most valuable skills for a gameplay animator is staying flexible and never being afraid of feedback. You can learn so much from others, and testing your animations in‑engine as early as possible completely changes the way you work.
May 12


The Stop in Gameplay Animation: the First Transition that Puts Your System to the Test
The stop is the first transition where input, engine, and animation finally have to react together. It’s the moment when locomotion stops being a sequence of states and becomes a behavior.
May 5


Gameplay Animation Challenge 5 - Stops (may 2026)
“Stops are the first transition where the moveset has to react instantly.
They show how the character decelerates, catches the ground, and connects to the idle, without sliding or creating latency
Apr 28


Building a Gameplay Walk animation in Production: Method and Calibration
A gameplay walk is validated in the engine, under real inputs, inside the full system. Method, calibration, and technical decisions: everything you need to know before you start animating.
Apr 20


Interview Farhanaz Kassee‑Elahee Walking, Storytelling, Animation
From Disney to Ubisoft, all the way to founding her own studio, Farhanaz Kassee‑Elahee looks back on an unconventional journey and shares her vision of walking animation in gameplay.
Apr 14


The Walk: First Constraint of Gameplay Animation
Gameplay walk is the first moment when your animation has to exist within a system
Apr 7


Gameplay Animation Challenge 4 – The Walk (April 2026)
A gameplay animation challenge accessible to everyone: create a believable, fluid, and readable walk, and lay the foundations of a solid moveset.
Mar 31


Designing an AAA Idle: Method and Workflow for Gameplay Animation
Building an idle that withstands production changes and is designed for gameplay
Mar 24


Interview with Yogesh Batra: Idle, Systems, and Responsiveness at the Heart of Gameplay Animation
For Yogesh, gameplay animation is above all about understanding systems and testing in real conditions, in order to create animations that truly fit production needs.
Mar 17


The idle animation: the unseen foundation of gameplay
The idle is one of the most underestimated elements of gameplay animation. Yet it’s the one that structures the player’s experience.
Mar 10


Gameplay Animation Challenge 3 – Idle (March 2026)
A short gameplay‑animation challenge focused on creating a clean, readable neutral idle ready for Unreal integration. A quick, accessible exercise ideal for strengthening fundamentals and enhancing your demo reel.
Mar 3


How to Create a Readable Silhouette in Gameplay Animation
A readable silhouette is a pose where every mass is separated, the direction is obvious, and nothing overlaps.
Feb 24


Interview Jonathan Colin: Readability, Silhouette and Gameplay Animation Secrets
Jonathan Colin lays out his method for making an action readable at a single glance: bold pose contrasts, deliberate timing, strong silhouettes, and controlled camera work.
An essential interview for anyone looking to understand readability in gameplay animation.
Feb 17


Why Gameplay Animators Who Work on Their Poses First Progress Faster
In gameplay animation, everything starts with clear poses. A strong pose communicates intention, readability, and the character’s role long before the animation is finished. It’s the most effective tool to reduce feedback loops, align teams, and progress faster in production. In a studio environment, a good pose is worth hours of polish — it structures the gameplay, clarifies the action, and accelerates an animator’s growth
Feb 10
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