This cat’s walk animation was built using blend spaces and state machines for smooth transitions between movement speeds. The jump was implemented from a single animation that I split into three clips — takeoff, airborne, and landing — allowing the motion to blend seamlessly in-game.
I created the cat mesh, rig, and animations myself, while Klixx contributed the hand-painted texture and gave valuable feedback throughout production.
🎮 In-Game Implementation
🎥 Here’s how it looks in the actual game:
🧀 Cheese Factory — Game Jam Implementation
This cat character was part of Cheese Factory, a game jam project built with a talented team, many of whom were new to game jams and internet releases.
🎮 Play Cheese Factory on itch.io
Note: This is an unfinished release created under tight game jam constraints, so expect some bugs and rough edges. The focus was on rapid iteration and learning the jam process.
🔧 Technical Breakdown
Animation Creation:
- Rigging: Custom cat rig built in Maya with FK/IK controls
- Walk Cycle: Hand-keyed animation focusing on weight and timing
- Run Cycle: Faster variant with exaggerated poses for energy
- Jump Sequence: Single animation split into takeoff, airborne, and landing
Engine Implementation:
- Blend Spaces: Smooth transitions between idle, walk, and run speeds
- State Machine: Handles movement state transitions and conditions
- Modular Jump: Three-clip system allows dynamic air time adjustment
- Seamless Blending: In-engine animation blending for responsive feel
Production Pipeline:
- Created cat mesh and base rig in Maya
- Animated walk, run, and jump sequences
- Exported to Unreal Engine with animation clips
- Collaborated with texture artist for hand-painted look
- Implemented animation system with blend spaces and state machines
- Iterated based on gameplay feedback
🎨 Animation Fundamentals — Walk Cycle in Maya
Here’s the walk animation in its pure form — no textures, just clean motion. Honestly? I think it looks better this way. The silhouette and weight distribution are clearer without visual noise.
What makes this walk cycle work:
- Weight Shift: Body rises and falls with each step for believable motion
- Hip Rotation: Natural sway as weight transfers between legs
- Paw Timing: Offset footfalls create a smooth, organic rhythm
- Tail Follow-Through: Secondary motion that adds life and personality
- Head Bob: Subtle vertical movement tied to the body’s center of gravity
Sometimes the animation itself tells the story better than the final rendered asset. This clean playback lets you see the fundamentals — spacing, timing, arcs — without distraction.
💡 What I Learned
Show the final result first. People want to see how it works in context before diving into the technical details. Leading with gameplay footage hooks attention, then you can explain the process.
Animation fundamentals show best without distraction. The untextured Maya playback proves that good animation doesn’t need fancy rendering — clear silhouettes and solid timing speak for themselves.
Animation splitting is powerful. Breaking the jump into three clips gave us way more control than using a single long animation. We could adjust air time based on jump height without re-animating.
Blend spaces make movement feel responsive. The smooth transitions between walk and run speeds made the cat feel alive and reactive to player input, even though we were just blending between two animation clips.
Collaboration amplifies results. Working with Klixx on the texture taught me how much a good hand-painted texture can enhance character appeal. Their feedback during production also helped refine the animations.
Game jams teach adaptability. Working with teammates new to the jam format meant being flexible, explaining technical constraints clearly, and focusing on what was achievable in the time we had.
🎮 Try It Yourself
Want to see these animation systems in action? Play Cheese Factory on itch.io and experience the cat character’s movement firsthand!
Interested in character animation, rigging systems, or Unreal Engine workflows? Let’s connect!
