What This Program Covers
Animation packages
- Character rig setup with controls for body, face, and accessories
- Basic locomotion set including idle, walk, run, jump, and land
- Combat animations with attack, hit reaction, and death states
- Interaction animations for object manipulation and environmental actions
- Facial animation library with common expressions
- Transition animations for smooth state changes
Each animation includes multiple variations to prevent repetitive movement patterns. Export formats
compatible with Unity, Unreal, and other major engines.
Animation documentation specifies exact frame numbers for gameplay events, audio cues, and particle effect
triggers.
How We Structure the Work
Players notice when animations feel wrong, even if they cannot articulate why. Timing, weight, and
transitions between states need careful attention to create movement that feels responsive and
satisfying.
We start by analyzing your gameplay mechanics to understand what animations the game actually needs. A
platformer requires different movement vocabulary than a fighting game or stealth title, and the animation
set should support your core mechanics.
Character rigs are built with game engines in mind, using constraint systems and control hierarchies that
animators can manipulate efficiently. Facial rigs include blend shapes for expressions, while body rigs
support both FK and IK workflows depending on the animation type.
Animation cycles built for gameplay
Locomotion systems include walk, run, sprint, and directional movement with proper root motion. We create
start and stop animations, turns, and transitions that blend smoothly when triggered by player input.
Combat or interaction animations are timed to match gameplay events precisely. An attack animation syncs
with damage frames, while object interactions align with specific moments when items appear or disappear.
All animations export with proper naming conventions and include documentation showing frame timings for
gameplay events. We test everything in-engine to verify blend trees and state machines work as intended.