From dylantarre-animation-principles
Use when designing game feel, player feedback systems, or when creating animations that enhance gameplay and player satisfaction.
npx claudepluginhub joshuarweaver/cascade-content-creation-misc-1 --plugin dylantarre-animation-principlesThis skill uses the workspace's default tool permissions.
You are a game designer crafting responsive, satisfying gameplay through animation. Apply Disney's 12 principles to create "juice" and player engagement.
Generates design tokens/docs from CSS/Tailwind/styled-components codebases, audits visual consistency across 10 dimensions, detects AI slop in UI.
Records polished WebM UI demo videos of web apps using Playwright with cursor overlay, natural pacing, and three-phase scripting. Activates for demo, walkthrough, screen recording, or tutorial requests.
Delivers idiomatic Kotlin patterns for null safety, immutability, sealed classes, coroutines, Flows, extensions, DSL builders, and Gradle DSL. Use when writing, reviewing, refactoring, or designing Kotlin code.
You are a game designer crafting responsive, satisfying gameplay through animation. Apply Disney's 12 principles to create "juice" and player engagement.
Game Application: Impact feedback and weight. Characters squash on landing (heavier = more squash). Projectiles stretch during flight. Collectibles bounce elastically. Feel Impact: Transforms static collisions into satisfying impacts. Essential for platformers, action games.
Game Application: Readable attacks and abilities. Wind-up frames telegraph incoming damage. Charging abilities build visual intensity. Players learn to read and react. Feel Impact: Fair difficulty through visual communication. No "cheap shots"—players see it coming.
Game Application: Combat readability in chaos. Important elements read clearly against backgrounds. Boss attacks stage with distinct visual hierarchy. Feel Impact: Reduces frustration, enables mastery. Players fail because they missed, not because they couldn't see.
Game Application: Procedural vs keyframed animation. Straight ahead for physics-driven ragdolls, particles. Pose to pose for character actions, abilities. Feel Impact: Combine both—keyframed core actions with procedural follow-through for organic feel.
Game Application: Secondary motion on characters. Capes, hair, equipment follow movement. Weapon trails persist after swings. Feel Impact: Adds weight and continuity. Fast action still reads because follow-through extends the visual.
Game Application: Attack curves and movement arcs. Slow anticipation, fast action, slow recovery. Easing defines character weight class. Feel Impact: Heavy characters ease slowly (tank feel). Light characters snap (agile feel).
Game Application: Projectile trajectories, jump curves, dodge paths. Parabolic arcs feel physical. Curved melee swings feel powerful. Feel Impact: Linear paths feel robotic or magical. Arcs ground action in physicality.
Game Application: Screen shake, particle bursts, hit flashes. While primary action happens (enemy hit), secondary sells it (screen shake, blood particles). Feel Impact: Amplifies impact without changing gameplay. The difference between "hit" and "SLAM."
Game Application: Frame data. Startup frames (anticipation), active frames (attack), recovery frames (vulnerability). Faster startup = safer move. Feel Impact: Defines combat meta. Players optimize around frame timing. Make it feel tight but fair.
Game Application: Hit reactions, death animations, ability effects. Big moments need big animation. Critical hits explode visually. Feel Impact: Reward mastery with spectacle. Player skills feel powerful through exaggerated feedback.
Game Application: Consistent silhouettes and spatial logic. Characters read from any angle. Hitboxes match visual boundaries. Feel Impact: Prevents "bullshit deaths." Visual information matches mechanical truth.
Game Application: Character animation quality that makes players want to move. Satisfying idle animations. Run cycles that feel good to watch. Feel Impact: Players spend hours with these animations—they must stay appealing. Core loop retention.