Make It Jiggle
summary
Argues for a movement‑first design where weight and perception drive every UI, character and camera motion; demonstrates an audio‑reactive puppet and cites using Unity procedural rigs, Mixamo mocap, shaders and physics sims as practical tools. Notes constraints like scrubbed timelines in The Gardens Between (player can move between any frame) and that a single animator builds modular rigs, look‑at blends and smears to make motion readable. Recommends thinking in terms of the 12 principles of animation and even using 12 FPS deliberately instead of defaulting to static visuals.
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chapters (23)
- 0:00Introduction
- 1:29Animation first thought
- 3:21Childhood movement roots
- 5:29University indie awakening
- 7:36Animation to game design
- 10:32Motion design core
- 12:01Weight in animation
- 13:05Perception in motion
- 16:36Physics and realism
- 21:19Motion tools and shortcuts
- 24:32Procedural animation
- 26:27Breaking motion rules
- 27:53Clear motion intent
- 30:11Smears and frames
- 31:55Frame rates and gaps
- 33:20Time for thought
- 35:33Comedy motion subversion
- 37:02Reactive motion effects
- 44:57Horror motion and audio
- 45:19Modular motion Gardens
- 48:35Sound and animation
- 50:42Testing motion extremes
- 52:10Conclusion








