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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
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