Locomotion and combat animation tuned for real-time playback — keyframe and mocap, with root motion and clean state transitions. Judged in engine, in context, not in a DCC preview.
Confidential — mobile RPG studio2023Unity
Client
Confidential — mobile RPG studio
Engine
Unity
Platforms
iOS, Android
Year
2023
Duration
9 months
Team size
9 animators
Disciplines
Character animation, Combat feel support, Technical animation
Category
Animation
Combat & Locomotion Animation Set — cover artwork
Artwork from our archive. High-resolution originals are available on request under NDA.
Production stills
The brief
What the client needed.
Animation approved in a DCC preview has a habit of falling apart in-engine: root motion that slides, transitions that pop, timing that reads differently once the camera and the frame budget are real. The client wanted the review loop moved into the build.
How we ran it
Ran every approval in-engine on target hardware, so timing and transitions were judged in context.
Captured mocap only after the keyframe pass was approved: no point paying for capture on a move that will be re-timed.
Locked root-motion conventions with the engineering team before the first clip, so nothing slides at integration.
Delivered clips with clean state transitions and named events, so the blend graph was straightforward to build.
Kept a per-character motion sheet: frame counts, event names, root offsets — one page an animator can hand over.
Result
Animation approved in-engine the first time, without a re-timing pass at integration.
Clips delivered with the named events and root-motion conventions engineering already used.
A motion sheet per character that made the state machine straightforward to wire.
Fewer review cycles: timing problems surfaced in the build, not in a DCC preview.