Tag · page 8
Animation
Page 8 of 8 · 92 posts
May 6, 2026·IndustryThe hidden cost of frame-by-frame animation
Frame-by-frame animation looks great. The cost shows up in places you didn't budget for.
May 6, 2026·ComparisonFrame-by-frame vs skeletal animation: when to use each
Both are valid. Both are common. The right answer depends on what you're animating, who's doing the work, and how much time you have.
May 6, 2026·GenreAnimating bosses for a 2D action game
Boss animation is the highest-leverage character work in any action game. The rules from regular character animation don't apply.
May 6, 2026·WorkflowSolo developer's guide to character animation
Solo dev animation isn't just "do everything yourself" — it's "do nothing twice". The pipeline that makes it sustainable looks different from a team's.
May 6, 2026·TutorialHow to make a walk cycle for a 2D game
You can hand-draw a walk cycle (8-12 frames, lots of squinting) or you can use mocap and ship in an afternoon. Both work — here's when to pick which.
May 6, 2026·GenreIdle character animation for incremental games
Incremental games run for hours with the same characters on screen. The idle loop is the entire animation budget. Get it right or watch retention drop.
May 6, 2026·GenreSide-scroller hero animation made simple
Side-scrollers are the friendliest genre for 2D character animation. The view is consistent, the poses are familiar, and the pipeline is well-understood.
May 6, 2026·GenreTop-down character animation: tips and pitfalls
Top-down 2D throws away the camera angle that makes character animation easy to read. The pipeline has to compensate.