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Ui animation pipeline

Skill MRCalderon3D/everything-game-dev-code/skills/art-audio-content/ui-animation-pipeline

Define transition, feedback, and state-driven animation rules for UI elements.From its SKILL.md

Install
npx -y skills add MRCalderon3D/everything-game-dev-code --skill ui-animation-pipeline

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

SKILL.md

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UI Animation Pipeline

Purpose

Define transition, feedback, and state-driven animation rules for UI elements so interactions feel responsive, screens transition smoothly, and animations stay within performance budgets.

Use When

  • UI elements need hover, press, focus, or disabled state feedback
  • screen transitions need standardization (fade, slide, scale)
  • UI animations are inconsistent in timing, easing, or direction across screens
  • new UI screens are being added and need animation behavior that follows project conventions

Inputs

  • UI flow map (screens, transitions, popups)
  • interaction states per element type (normal, hover, pressed, focused, disabled)
  • target frame rate and animation budget
  • accessibility requirements (reduced motion preference)

Process

  1. define animation categories: state feedback (hover, press), screen transitions (in/out), attention (pulse, bounce), progress (fill, count)
  2. set duration, easing curve, and delay rules per category
  3. establish a reduced-motion fallback for each animation (instant cut or opacity-only)
  4. configure animation via code (tweens, coroutines, or animation system) — not baked sprite sheets
  5. validate animation timing, overlap behavior, and cancellation safety

Outputs

  • UI animation convention document (durations, easings, directions per category)
  • state feedback specification per element type
  • screen transition specification (in/out pairs)
  • reduced-motion fallback map
  • validation checklist for new UI animations

Quality Bar

  • every UI animation has a defined duration and easing — no magic numbers in code
  • state feedback is immediate (under 100ms response time)
  • screen transitions do not block input for more than 300ms
  • reduced-motion fallback exists for every animation
  • animations cancel cleanly when interrupted (no stuck states)

Common Failure Modes

  • inconsistent easing curves that make the UI feel disjointed
  • animations that block input, making the UI feel sluggish
  • missing cancellation logic that leaves elements in mid-animation state
  • no reduced-motion fallback, failing accessibility requirements
  • overlapping animations that compete for the same element

Related Agents

  • 2d-artist
  • ui-programmer
  • ui-ux-designer
  • accessibility-reviewer

Related Commands

  • ui-asset-pass
  • ui-flow-review
  • verify

Related Skills

  • ui-hud-patterns

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
  • Prefer code-driven animations (tween systems, animation state machine triggers, scripted easing) over baked sprite sheet animations for UI. Code-driven animations are resolution-independent and easier to tune. Pick the concrete tween library or animation system from the active engine layer.
  • Boundary: this skill owns UI motion authoring and tuning conventions; ui-hud-patterns owns runtime HUD architecture and data binding.

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