This one teaches you Disney's 12 animation principles through the lens of game feel and frame data. You get concrete timing windows for attacks and dodges, code samples for squash and stretch in Unity and Unreal, and a lookup table mapping each principle to actual game implementations like hit-stop, anticipation telegraphs, and animation curves. It's more technical than art-focused, which is the right call since game animation lives or dies on timing and responsiveness. If you're making a character action game or anything where movement needs to feel good, the frame data reference alone is worth having around. Assumes you know your way around an engine but need the animation theory connected to practical patterns.
npx skills add https://github.com/dylantarre/animation-principles --skill game-development