Tuesday, April 21, 2026

39 Game Animations in 14 Weeks: A Weekend Project Recap

 


This video is a compilation of everything I’ve built over the last 4 months. What makes this milestone special to me is the discipline behind it: this entire library was built only on weekends. Each week, I’d dedicate 3 to 4 hours (sometimes up to 6 hours when pushing through 4 animations at once) to animate and integrate them into Unreal Engine.

My goal wasn't just "perfect quality" it was about mastering the Maya to Unreal Engine workflow within a limited timeframe. Looking back, I’m happy to say I’ve achieved exactly that.

The Next Chapter: This marathon needs a short break now. The next phase will be all about Blueprints bringing these frames to life by programming them into a playable system.

A huge thank you to everyone who followed this journey. Your support kept me going through every frame and every technical glitch.

What was your favorite move from the entire set? Let me know, and I’ll see you in the next phase! 👋

#Animation #IndieDev #UE5 #Maya #GameDevelopment #Milestone #WeekendProject #TimeManagement #FinalLibrary

Sunday, April 19, 2026

April Recap: The Final Set


 The final chapter of the animation library is here!


April was all about "Tricks" and momentum. I added the Handstand Walk, Spin Kicks, and the Dive/Slide mechanics.


Combining moves like the Roll Attack showed me where the real fun lies. It’s all about the "Flow" and how one action breathes life into the next.


4 months and 39 animations later, I’ve reached my goal: mastering the Maya-to-Unreal pipeline. Now, it’s time to switch gears and dive into the programming phase!


Question: Out of this month's set which move felt the most "fluid" to you?


#Animation #IndieDev #UnrealEngine #UE5 #Maya #GameAnimation #ProcessOverPerfection #MonthlyRecap


Friday, April 17, 2026

Week 14 | Kick 03 | 39

 

A variation of the previous 360 spin, but targeting the head instead of the mid-section. Raising the strike higher makes the character lose their balance even more, which perfectly fits the "untrained kid" vibe I’m going for.


When animating a high kick, do you find it harder to maintain the character's balance or their silhouette?


Wednesday, April 15, 2026

Week 14 | Kick 02 | 38

 

Continuing the combo string with a 360-degree spin. The character pivots on his right leg to deliver a mid-section strike with the left. Keeping with the "untrained child" theme, I focused on the momentum of the spin making it feel slightly driven by centrifugal force rather than perfect martial arts technique.


The Challenge: Balancing the rotation speed so it feels fast enough for gameplay, while showing that extra effort a kid needs to pull off a full 360 spin.


When animating kids, do you prefer to "over-animate" the recovery frames (stumbles) to show they are fighting their own momentum?


Monday, April 13, 2026

Week 14 | Kick 01 | 37

 


Starting a new combat string with a lead right-foot kick. The focus was on making the animation feel "snappy" and responsive for immediate player feedback. However, since the character is a child, I deliberately kept the form slightly unpolished avoiding a perfect "pro-fighter" stance to maintain that raw, youthful energy. It’s a balance between quick frame-data and believable, non-professional movement.


When animating kids or untrained characters, how do you balance "quick gameplay response" with the clumsy, unrefined motion that fits their personality?


Friday, April 10, 2026

Week 13 | The Jump Kick | 36

 

Taking combat to the air with the Jump Kick. This move is all about the delicate timing between reaching the peak of the vertical leap and delivering a powerful, weighted strike. It adds a necessary layer of verticality to the combat system, making the character feel more dynamic in space.


3.5 months in, and the library is almost complete! It's been an incredible journey of refining every frame.


When animating aerial kicks, do you prefer a "Fast-In" to the impact for power, or do you "Hang" the character at the peak longer to give the player more reaction time?


Wednesday, April 8, 2026

Week 13 | The Slide | 35

 

Experimenting with a surface-driven Slide. This isn’t just a basic crouch-slide; it’s an intentional move to maintain high momentum by "surfing" across surfaces like ice or sand. The challenge was balancing the character's cool composure with the physics of a slippery surface, making it feel like a skilled maneuver that could easily transition into a low-level strike later on.


When animating a slide that transitions into combat, do you prioritize "Style" (cool poses) or "Function" (keeping the hit-box predictable for the player)?


Monday, April 6, 2026

Week 13 | The Dive | 34

 

Expanding the movement library with a high-stakes Dive. This lunging motion is designed for clearing gaps or making a narrow escape under pressure. The focus was on creating a snappy, aggressive arc that conveys both the character's weight and their desperation to reach safety.


When animating jumps or dives, do you prefer a "Flat Arc" for speed or a "High Arc" to emphasize the physics and air-time?


Saturday, April 4, 2026

Week 12 | The Roll Attack | 33

 

A simple but effective Roll Attack designed to bridge the gap between evasion and offense. This move transforms a defensive forward roll into a quick strike, ensuring the combat flow remains fluid without breaking momentum. It’s a small mechanical addition that significantly impact's the character’s "threat level."


What's your favorite "simple" move that completely changes the gameplay feel for you?


Friday, April 3, 2026

Week 12 | The Hand Walk | 32


 Taking the handstand into motion with a full Hand Walk sequence. I decided to animate the entire flow from the start transition to the walk and the final recovery rather than just a loop. It’s always more efficient to trim a complete sequence in Unreal Engine than to realize later that a crucial transition is missing.


Animate the whole story, then let the State Machine do the rest.

When animating transitions: Do you prefer baking everything into one long sequence or keeping them modular for more granular control in-engine?

Thursday, April 2, 2026

March Recap: Combat, Swimming & Stealth


 
was so focused on the viewport that I almost forgot this recap! March was a massive milestone where I finalized three core sets: Swimming, Basic Combat, and the Stealth system. The biggest technical takeaway was embracing IK it was a total life-saver, making the hits feel solid and the strokes more rhythmic while cutting my production time in half.

13 animations in just 4 weekends! The workflow is getting sharper, and the momentum is only growing.

For those balancing a 9-to-5: Do you find your best creative "flow" happens in these weekend sprints, or do you prefer consistent daily increments?

#Animation #IndieDev #UnrealEngine #UE5 #Maya #GameAnimation #ProcessOverPerfection

Wednesday, April 1, 2026

Week 12 | Handstand | 31

 


I recently discovered an amazing project from Luigi Lucarelli’s "Leo's Forest" a project that perfectly captures character personality. I found many similarities with my current direction, but even more ideas to learn from moving forward. Starting with this Handstand; it adds a layer of playfulness and show off a bit.


When you find a project that resonates with yours, do you stick to your plan or pivot to incorporate new inspirations?