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My Personal Checklist: 10 Things to Review Before Delivering a Gameplay Animation

Updated: Sep 2

After sharing what it means to be a gameplay animator, I’d like to open up my mental toolbox. Here are the 10 key points I systematically check before giving my final approval on my animations, shaped by both my struggles and successes.





Why did I make this list?


Honestly, this checklist was born from my mistakes!

How many times did I deliver an animation that worked perfectly in Maya, only to discover that in-game the character was teleporting, or that the jump was 10cm too short to clear obstacles...

With experience, I realized that gameplay animation has its own rules, very different from cinematic animation. You're not just animating a movement, you're animating a game mechanic. And that changes everything!

Over the course of various projects, I developed this little verification routine that saves me from a lot of surprises.



projets Animation gameplay
Some of the games I've worked on



My personal checklist (+ downloadable PDF)


Here are my 10 must-haves. Careful, there are plenty more depending on the context, but these 10 are the ones I check every single time, no matter the project.


1. Mandatory in-game test

Never, EVER deliver without testing in-game. Maya is not the final render! The engine reveals everything: weird twists, floating objects, teleportations... That’s where you truly see if it works.


2. Root motion under control

Root motion is the soul of gameplay, it’s what ensures consistency between all animations once the controller’s in your hands. Poorly placed root motion leads to sliding, teleporting, and all kinds of bugs.



3. Respect gameplay constraints

If the game designer says “1.5m jump to clear standard obstacles,” then it’s 1.5m, not 1.45.

These constraints aren’t random; they shape the entire level design.


4. Smart animation splitting

A jump = anticipation + loop + recovery.

Three distinct animations for one smooth motion. This breakdown must allow for all the variations and transitions required by gameplay. You need to plan it ahead of time for many animations.


5. Action readability

Gameplay animations are usually very short (under 2 seconds), but they still need to be instantly readable by the player. 


6. Consistant cancel windows

Can the player exit the animation when it makes sense? These windows should match gameplay expectations, not just the visually appealing moments of the animation.


7. Art direction compliance

Does the animation match the game’s style, the character’s personality, the visual signature?A beautiful animation that doesn’t fit the art direction won’t make the cut. Time to redo it!


8. Transition handling

How does this animation flow into the others? Idle, locomotion, other actions... The transitions should be seamless to the player.


9. Responsiveness timing

Between the player’s input and the visible start of the action, the delay must be imperceptible. That’s the difference between “fluid” and “sluggish.”



10. Precise marker and event placement

Hit markers, step events, FX triggers…These invisible events sync your animation with the gameplay and are key to making it feel believable.




We can't say it enough:

Test your animations in the engine!


The result can look very different, and you need to understand why before pushing the animation further.

Here's a clear example : a simple pose in Maya vs how it looks in Unity : lots of issues to fix before continuing the animation.



exemple animation Maya
Render in Maya
Exemple animation Unity
Render in Unity
















My hands-on approach

Here’s how I actually work in practice:


From the very first version : I focus on the core structure: root motion (2), gameplay constraints (3), smart splitting (4), transitions (8), and in-game testing (1). If these foundations aren’t solid, there’s no point in going further.


Then comes the refinement phase : I polish the art direction (7), readability (5), responsiveness (9), cancel windows (6), and finally the markers (10).And of course, with every iteration, I go back to in-game testing (1).


This approach saves me from wasting time polishing an animation that will never work in gameplay.





Download the complete gameplay animation checklist

I’ve put it all into a handy PDF, featuring:

  • The 10 detailed points

  • A few quick diagnostic tips




And you, what are your recurring struggles?


Everyone has their weak spots. For me, early on, I struggled with consistent cancel windows (point 6). I used to wait for the animation to “look good” before cutting ; result: I lost precious frames of responsiveness…!

Which of these points trips you up most often? Do you have other crucial checks you always run through?


Share your experiences in the comments—we all learn from each other’s struggles!



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