Anticipation
A wind-up in the opposite direction before an action, telegraphing what's coming.
Examples
Captured from this page's own interactive demo below.
Overview
Anticipation moves an object slightly against its upcoming action first — a character crouches before jumping, pulls a sword back before swinging, a UI panel shrinks a touch before popping open.
It's another of the classic 12 animation principles, and it works because real bodies must gather energy before releasing it. Motion with no wind-up looks weightless and, crucially in games, gives the player no warning.
In gameplay terms anticipation is readability: an enemy's wind-up is what makes a dodge feel fair, and a boss attack without one feels cheap. The same principle at small scale makes friendly animations feel powerful rather than abrupt.
Interactive Demo
Use Cases
Best Practices
Do
- ✓Make the wind-up proportional to the power of the action — a bigger attack earns a longer, deeper anticipation.
- ✓For enemy attacks, tune wind-up duration as a gameplay difficulty parameter, not just an aesthetic one.
- ✓Use even 1–2 frames of anticipation on UI transitions — a tiny contraction before expansion reads as energy.
Don't
- ✕Don't add long anticipation to the player's own frequent actions (basic jump, basic attack) — it registers as input lag.
- ✕Don't reuse identical wind-ups for attacks with different timings; players read anticipation as information.
- ✕Don't let the anticipation move the character's hitbox — it's a visual promise, not a gameplay dodge.
Common Mistakes
- ⚠Anticipation so subtle nobody sees it — if it doesn't read at gameplay distance and speed, it isn't there.
- ⚠Putting anticipation after the input instead of into the attack animation's startup frames, adding real latency.
- ⚠Skipping anticipation on projectile spawns, so shots appear from nowhere.
Implementation
Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.
Add the "Anticipation" game-feel effect to my project: A wind-up in the opposite direction before an action, telegraphing what's coming.
How it works: Anticipation moves an object slightly against its upcoming action first — a character crouches before jumping, pulls a sword back before swinging, a UI panel shrinks a touch before popping open.
Guidelines:
- Make the wind-up proportional to the power of the action — a bigger attack earns a longer, deeper anticipation.
- For enemy attacks, tune wind-up duration as a gameplay difficulty parameter, not just an aesthetic one.
- Use even 1–2 frames of anticipation on UI transitions — a tiny contraction before expansion reads as energy.
Avoid:
- Don't add long anticipation to the player's own frequent actions (basic jump, basic attack) — it registers as input lag.
- Don't reuse identical wind-ups for attacks with different timings; players read anticipation as information.
- Don't let the anticipation move the character's hitbox — it's a visual promise, not a gameplay dodge.
Implement the effect in whatever engine/stack the project already uses and follow its existing code style. Wire it up where it makes sense.References
- The Illusion of Life: Disney Animation — Frank Thomas & Ollie Johnston (book)
- 12 Principles of Animation — Alan Becker (video series)
Related Effects
Follow Through
Loose parts keep moving after the main body stops — hair, capes, weapon tips.
Squash & Stretch
Deforming a shape along its motion to sell weight, speed, and material.
Elastic / Overshoot
Letting a motion overshoot its target and settle, instead of stopping dead.
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