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AnimationIntermediate

Anticipation

A wind-up in the opposite direction before an action, telegraphing what's coming.

animation-principlecombatreadability

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

Wind-up Amount18px
Wind-up Time200ms

Use Cases

CombatPlatformerFighting gamesUI

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

Implementation

Paste this into your AI assistant (Cursor, Copilot, Claude) to add the effect to your project.

Prompt
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

Related Effects

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