Gameplay Animation Essentials - Épisode 2/5 : Idles
- Vanessa

- Aug 20
- 7 min read
Updated: Sep 2
Animating Stillness
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I was 9 years old when I discovered Earthworm Jim. And with it, a secret I never saw coming. I still remember my amazement when, controller set aside, Jim started animating on his own, flexing his muscles or skipping rope with his own body. I was mesmerized. My hero was alive, even when I wasn’t playing!
Since that day, in every game, I put the controller down and watch.
That childhood habit became the heart of my work as a gameplay animator: observation.
Because idles, those unique animations in video games,reveal the soul of our characters when they think no one’s watching.
What exactly is an idle?
The idle is the most important animation in a video game. It sets the tone and personality of the character, but it also serves as the foundation for all other animations ( jumping, walking, running, and more).
All of these stem from the idle animation, which means it must precisely reflect what you want to convey.
An idle is the animation that plays when the player isn’t touching anything.
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💡 Did you know?
⏱️ Estimated in-game duration
In an action or adventure game: 5 to 15% of playtime may be spent in idle (e.g., menus, pauses, observation, waiting)
In a narrative or exploration game: up to 20% if the pace is slow or contemplative
In a competitive or fast-paced game: less than 5%, as the player is constantly active
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We distinguish between two types of idles: neutral and narrative :
Neutral idle
This is the character’s base pose, a breathing cycle that loops seamlessly and can repeat endlessly. It must be neutral enough to transition smoothly into all other animations, yet distinctive enough to define your character on screen.
This pose will be the most frequently seen throughout the game, so it’s essential to define it carefully for each character.
You can choose a ¾ pose or a symmetrical one, each will give your character a different feel.
Technically, this animation must:
• Loop perfectly and repeat indefinitely without any hitch
• Keep the feet in a position close to other animations (for clean blending)
• Be interruptible at any moment
• Look visually solid from all angles, since the player can freely rotate the camera
• Have fixed root motion to avoid blending issues
This technical constraint,unique to video games (unlike film, where timing is controlled) creates specific creative challenges. How do you bring life into a loop?How do you surprise through repetition?
But most importantly: How do you turn this technical constraint into a moment of value?
That’s why we invented the narrative idle!
Narrative idle
It’s triggered when the player doesn’t touch anything for several seconds.The character then animates on their own, performing movements that range from subtle to quirky.
How can you make narrative idles serve your game?
The killer mistake: the “neutral” idle
“We want a neutral idle that works everywhere.”
That’s the case in most projects. And every time, the result is the same:A character looking left, then right, scratching their head, shifting weight from one leg to the other.
Functional? Yes.Memorable? Meh...
A neutral idle shouldn’t exist.
Every character, every context, every emotion needs its own way of waiting.
Immersive Idle: Heavy Rain and Beyond: Two Souls
At Quantic Dream, the approach is clear: every second should tell a story—even moments of waiting.
Heavy Rain – Ethan injured in his hotel room. Each idle shows that Ethan is in pain and struggling to walk.The return-to-idle transitions were very noticeable, as the system at the time didn’t allow for smooth blends.
But what was great is that some idles didn’t stop when the player picked up the controller again—they continued playing during movement before returning to the normal animation.This created a real sense of immersion.
Beyond: Two Souls – Jodie
Jodie has a wide range of idles depending on the context.Each idle represents a clear movement ( a single, short action) and blends seamlessly in random order with all other idles from the same context.
This creates a very natural flow in her gestures, unlike most games where the same visible sequence is repeated over and over.
Here, it’s more subtle, you never return exactly to the stand pose between animations.
Utility Idle: Ghost Recon
New project, new approach. In Ghost Recon, idles served tactical information before emotion.With 8 different weapon types, each idle had to reflect the specific traits of the equipment.
Soldier with Uzi: Quick magazine check, ready-to-fire stance, constant visual scanning
Soldier with Gatling: Strap adjustment, ammo check, more static but threatening posture
The challenge: Maintaining personality within a highly codified military system
The solution: Micro-details
The way the weapon is held, breathing rhythm, environmental awareness—we kept the subtle mocap gestures from real soldiers that felt natural with their respective gear.
Every technical detail can carry character.L'idle utilitaire : Ghost Recon
Assassin’s Creed Idle: Between Intimacy and Spectacle
In Assassin’s Creed, idles serve a dual purpose: maintaining immersion in the open world and revealing the humanity behind the assassin.
Origins – The Senu Idle: A bold narrative choiceWhen Bayek interacts alone with Senu, the team chose to completely shift his posture and introduce a long, memorable idle.This animation deliberately breaks the rule of short movements to create a contemplative moment.
Why it works:• Rhythm break: In an action game, this calm moment creates striking contrast• Character reveal: Bayek shows himself as protective and tender—far from the cold killer stereotype• Lore reinforcement: The man-eagle bond becomes tangible, not just a gameplay mechanic
The technique behind the emotion:This idle presents unique challenges:
A long animation (6–8 seconds) in a system optimized for short loops
A delicate transition to locomotion from a completely different posture
Managing two entities (Bayek + Senu) within a single idle animation
Temperament Idle: Prince of Persia
Prince of Persia: The Lost Crown marks a return to stylization, a return to pure fun. In Prince of Persia, the goal was to showcase Sargon’s fiery temperament, even in stillness.The idle had to reveal both his technical mastery and his slightly show-off attitude.
Why it works : The idle expresses both his skill and his personality.
Technical Challenges Specific to Idles
The trap: Giving no clear identity, idles that could fit any character
The problem: It’s generic. It adds nothing to the character or the game itself.
My method: Define clear idles that truly reflect the spirit of the game and the character.
The blending challenge:The idle must be interruptible at any moment to blend into locomotion.While it’s common to accept a slightly rougher blend to respond quickly to player input, we can still work to preserve immersion.
Developed solution:Short movements (1–2 seconds), with locomotion-compatible poses at the beginning and end.Each block = clean exit point to walk/run/action.
The repetition/variation balance: Too repetitive = mechanical. Too varied = incoherent,the character seems erratic.
What I observe in every game
Ever since Earthworm Jim, I’ve kept this habit: putting down the controller and watching.
Most of the time: Basic but functional. Glances left and right, weight shifts, a few generic gestures.
Sometimes: Moments of pure creativity that transcend technique and create an instant emotional connection.
My questions before every idle
What unique emotion does this idle carry? (only one answer allowed))
What actions must it blend into within X frames? (exhaustive list)
What detail will make the player smile or remember it? (the child test)
How will it respect foot/loop constraints? (defined exit frames)
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Revealing Anecdote:On a recent project, we had a “neutral” idle where the hero scratched his head every 4 seconds.
During playtests, most players described the character as “not very smart” or “confused.”
The animation was unconsciously shaping their perception of the hero!
We immediately replaced that gesture with an idle where he checked his gear, and suddenly, test players saw him as “prepared” and “competent.”
A simple idle change had transformed the protagonist’s image..
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Red Flags: Pitfalls to Avoid
🚩 “We’ll fix the loop during integration”Nope. If it doesn’t loop in Maya, it won’t magically loop better in-game.
🚩 “We have 20 different idles”Quantity ≠ Quality. Three perfect idles are better than twenty mediocre ones.
🚩 “Players don’t put down the controller they won’t notice” Wrong! At some point, the player won’t press any buttons.And if all they see is their character breathing on repeat, they’ll be disappointed no one made the effort.
What is the perfect idle?
An idle that perfectly serves your game.
• For Heavy Rain: Emotionally charged idles that deepen narrative immersion
• For Ghost Recon: Informative idles that enhance tactical clarity
• For Prince of Persia: Charismatic idles that celebrate the hero’s personality
The mistake: Trying to create “the most beautiful idle in the world”
The truth: Create the idle that best reveals your character’s soul
Your idles aren’t just technical animations.They’re open windows into your heroes’ personalities.
The reality of development is that idles don’t always get the attention they deserve.
Between tight deadlines and gameplay priorities, we often end up with “filler” animations, functional but soulless. We dress them quickly, produce something generic, and move on to the next sprint.
Yet these moments of stillness are missed opportunities to create emotional connection with the player.
And somewhere, a child will discover your game, put down the controller, and watch in wonder what your character does when they think no one’s looking.
So make that moment a gift for your players!
Next article: Episode 3 – Jumps

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