game-development

game-development is a skill for Claude Code, Codex from dylantarre/animation-principles. It costs 28 tokens per session (1,003 once invoked), scanned A, original, MIT.

A guide for designing animation in games, including character movement, player feedback, and interactive entertainment. It applies twelve established animation principles to game-engine work.

In plain words
What is it for?
It is for planning attacks, jumps, impacts, camera cues, particles, weapon trails, and other animations in Unity, Unreal, or similar engines.
Why use it?
It helps movement and feedback communicate clearly and feel consistent during play.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It is for planning attacks, jumps, impacts, camera cues, particles, weapon trails, and other animations in Unity, Unreal, or similar engines.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dylantarre/animation-principles/game-development
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add dylantarre/animation-principles --skill game-development
Clone the repo
git clone --depth 1 https://github.com/dylantarre/animation-principles

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for game-development

README.md
[![agentmods](https://agentmods.dev/badge/skills/dylantarre/animation-principles/game-development.svg)](https://agentmods.dev/skills/dylantarre/animation-principles/game-development)
Your own site
<a href="https://agentmods.dev/skills/dylantarre/animation-principles/game-development"><img src="https://agentmods.dev/badge/skills/dylantarre/animation-principles/game-development.svg" alt="Measured on agentmods" height="20"></a>
Per session 28 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,003 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 18 Mar 2026
  • Snyk pass 15 Feb 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00028 $0.01003
Opus 5 $0.00014 $0.00502
Sonnet 5 $0.00006 $0.00201
Haiku 4.5 $0.00003 $0.00100

Measured 8d ago against content hash 5cb351308410, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

game-development scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/01-by-domain/game-development/SKILL.md · 102 lines

How it starts

The opening of the file, as written. The whole thing — 102 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Development Animation

Apply Disney's 12 animation principles to game engines, player feedback, and interactive entertainment.

Quick Reference

Principle Game Implementation
Squash & Stretch Character deformation, impact frames
Anticipation Wind-up animations, charge indicators
Staging Camera focus, environmental cues
Straight Ahead / Pose to Pose Procedural vs keyframed animation
Follow Through / Overlapping Capes, hair, weapon trails
Slow In / Slow Out Animation curves, attack/recovery
Arc Projectile paths, jump trajectories
Secondary Action Particles, screen shake, audio sync
Timing Frame data, hit-stop, response windows
Exaggeration Stylized movement, hit reactions
Solid Drawing Consistent silhouettes, read at distance
Appeal Character personality, satisfying feedback

Principle Applications

Squash & Stretch: Deform characters on landing impact. Stretch during fast movement. Impact frames freeze and squash for power. Keep volume consistent in deformation.

Anticipation: Attack wind-ups telegraph to players. Jump squats before leaving ground. Charge attacks show buildup. Enemy tells warn of incoming damage.

Staging: Camera frames important action. Environmental lighting guides attention. Enemy placement creates readable combat scenarios. UI doesn't obscure critical gameplay.

Straight Ahead vs Pose to Pose: Procedural animation (ragdoll, physics) is straight ahead. Keyframed attack combos are pose to pose. Blend both—keyframed base with procedural secondary motion.

Follow Through & Overlapping: Secondary elements (hair, cloth, tails) continue after body stops. Weapon trails persist after swing. Landing recovery extends past initial impact.

Slow In / Slow Out: Use animation curves—never linear for character motion. Attack startup fast-out, recovery slow-in. Ease jumps at apex for floatiness control.

Arc: Jumping follows parabolic arc. Sword swings trace curved paths. Projectiles arc naturally unless hitscan. Dodge rolls curve rather than linear translate.

Read the full file on GitHub · 102 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 102 lines · 28 tokens per session scan A 5cb351308410

Subscribe to this mod's changes

game-development is a skill published in the GitHub repository dylantarre/animation-principles (79 stars, last pushed 8mo ago), licensed MIT. It adds 28 tokens to every session and 1,003 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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