Wednesday, March 18, 2026

Week 10 | The Double Punch | 24

 

Expanded the combat set into a double punch combo, continuing the exploration of the "Game vs. Film" balance. While the movement feels cinematic and fluid, the challenge is maintaining that heavy impact without losing the frame-speed needed for gameplay. It’s a delicate dance between weight and input responsiveness.


Game Animators: What’s your secret for making a punch feel "heavy" without sacrificing the speed required for player input?