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Building a Turn in Gameplay Animation: Pitfalls, Adjustments, and Best Practices
There’s always a compromise in turns.
If you push responsiveness, you lose a bit of credibility. If you push realism, you lose a bit of control.
Jul 21


Interview with Alex Maniotis : Animation begins in the engine
Indie taught me to think like a game developer first, not just an animator.
Jul 14


Turn & Banking Gameplay : rotation under constraint
The turn is a sensitive building block. It reuses familiar constraints (support foot, angles, blends), but exposes them differently because it must operate at full speed, under constantly shifting analog input, and inside the continuity of the locomotion cycle.
Jul 7


Gameplay Animation Challenge 7 — Turns & Banking (July 2026)
Join the Turns & Banking challenge to make your locomotion more reactive, credible, and directional.
Jun 30


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


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


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


Animation Gameplay Essentials - Episode 1/5 : Locomotion
Découvrez comment la locomotion influence le gameplay : enjeux techniques, choix d’animation, et impact sur l’expérience joueur.
Aug 13, 2025
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