Game Feel Library
← Browse
AnimationIntermediate

Elastic / Overshoot

Letting a motion overshoot its target and settle, instead of stopping dead.

animation-principleuijuicespring

Examples

Captured from this page's own interactive demo below.

Overview

Overshoot animation lets a moving element pass slightly beyond its resting position before springing back and settling — like a rubber band or a spring, rather than a rigid stop.

It works because almost nothing in the real world with mass and flexibility stops instantly; things with any give overshoot and oscillate briefly before settling. Ease-in/ease-out alone (which stops exactly at the target) reads as slightly artificial by comparison.

It communicates energy, playfulness, and physical presence — a popup that overshoots a little feels alive; one that eases in and stops dead feels flat and mechanical.

Interactive Demo

Overshoot Amount0.18
Damping0.55

Use Cases

UIMenusHyper CasualMatch-3

Best Practices

Do

  • Reserve larger overshoot for elements entering/celebrating (popups, rewards); keep it subtle for frequent UI motion.
  • Tune damping so it settles within 2-3 oscillations at most — anything longer reads as loose, not springy.
  • Use spring-based animation (mass/stiffness/damping) rather than hand-tuned keyframes when the target can change mid-flight (e.g. drag-and-release).

Don't

  • Don't overshoot elements that need to land at an exact, readable position immediately (e.g. a value the player must read precisely).
  • Don't use the same spring config for every UI element — a small icon and a full-screen panel shouldn't move identically.
  • Don't combine heavy overshoot with heavy squash/stretch on the same object — pick one dominant technique per element.

Common Mistakes

Implementation

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

Prompt
Add the "Elastic / Overshoot" game-feel effect to my project: Letting a motion overshoot its target and settle, instead of stopping dead.

How it works: Overshoot animation lets a moving element pass slightly beyond its resting position before springing back and settling — like a rubber band or a spring, rather than a rigid stop.

Guidelines:
- Reserve larger overshoot for elements entering/celebrating (popups, rewards); keep it subtle for frequent UI motion.
- Tune damping so it settles within 2-3 oscillations at most — anything longer reads as loose, not springy.
- Use spring-based animation (mass/stiffness/damping) rather than hand-tuned keyframes when the target can change mid-flight (e.g. drag-and-release).

Avoid:
- Don't overshoot elements that need to land at an exact, readable position immediately (e.g. a value the player must read precisely).
- Don't use the same spring config for every UI element — a small icon and a full-screen panel shouldn't move identically.
- Don't combine heavy overshoot with heavy squash/stretch on the same object — pick one dominant technique per element.

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

Comments