docs/020_MasterArtBible/animation/01_AnimationPhilosophy.md

01 Animation Philosophy

Principles

| Principle | Meaning |

| --- | --- |

| Gameplay First | The player must know what can hurt, be canceled, blocked, avoided, or punished. |

| Readability First | Every key pose reads as a silhouette. |

| Weight over Smoothness | Strong timing beats excessive in-betweens. |

| Snappy Controls | Input response must be immediate enough for beat-'em-up combat. |

| Arcade Feel | Impact holds, stylized arcs, and dramatic spacing are part of the style. |


bad: smooth but unclear

O O O O O O



good: readable key poses

A -> S -> I -> H -> R

A = anticipation, S = smear, I = impact, H = hold, R = recovery.

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