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Animation Bootcamp: An Indie Approach to Procedural Animation

31 videos recommended on HN
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4 HN users recommended this talk3 months2021–2026 score 3
Years with an HN recommendation, 2007–2026

HN points to it as a concrete case of procedural animation that keeps characters responsive, often in threads about Overgrowth and game feel.

David Rosen of Wolfire Games explains how simple procedural techniques can produce fluid, interactive character animation from very few keyframes. Examples come from Overgrowth, Receiver and Black Shades, from his 2014 GDC session.

“Here's a video I've enjoyed of David Rosen giving a presentation at Game Developers Conference 2014” (HN, 2022)

4 recommendations · 5 citations · Talks · intermediate

9 Hacker News comments

From the HN archive; up to 20 kept per video, favoring different commenters. Recommendations first.

@dognotdog Dec 2021 Recommends
on HN thread The Matrix Is Unreal
Read more
> [this video] David Rosen pulled off quite a few little masterpieces -- his gamedev competition entries always had fantastically unique aspects. I cannot believe "Black Shades" was almost 20 years ago! (I have no affiliation, but I am glad to see [link] is still alive and kicking!) Lugaru and later Overgrowth have been the outcomes of what can only be called a decades long obsession with getting the player controls just right, allowing very natural and responsive control and movement, through creating emergent behaviors from first principles, resulting in a rich and natural interaction with the environment (and other characters, see the fighting mojo), in contrast to the many, many AAA titles that just constantly break the immersion through unnatural, jarring behaviors and frustrating limitations.
Talk by the Overgrowth developer on natural, responsive character control.
@neandrake Apr 2022 Recommends
on HN thread Overgrowth: Open-Source Announcement
Here's a video I've enjoyed of David Rosen giving a presentation at Game Developers Conference 2014 going over procedural animation used in Overgrowth. [this video]
David Rosen's GDC 2014 presentation on procedural animation in Overgrowth.
@KronisLV Apr 2022 Recommends
on HN thread Overgrowth: Open-Source Announcement
Not only that, but some of their approaches were immensely cool, they used procedural animations from just a few keyframes, have a look at this video that someone else linked a while back "Animation Bootcamp: An Indie Approach to Procedural Animation": [this video]
Procedural animation built from just a few keyframes.
@turtledragonfly Jan 2024 Recommends
on HN thread PIDs: Creating Stable Control in Games
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Not the person you asked, but here's a video you might like: [this video] In that example, they do the character's physics first (just a ball), then match the animation to it. The animation speed is controlled by a "surveyor wheel" approach — go to to 336s in the video for that part. So, the animation speed is derived from the physics, rather than the physics speed being derived from the animation. I wouldn't call that "IK" exactly, which would be more for things like matching the foot to individual stair steps as the character walks up them, or such. But I suppose in a broader sense it is, since you're deciding on a physical goal a-priori, then forcing the animation to match that goal.
Shows physics driving animation speed via a surveyor wheel approach.

Citations, criticism and jokes

@omgketchup Dec 2021 Cites it
on HN thread The Matrix Is Unreal
[this video] It's definitely possible to "not bash into walls" You don't always need to have bespoke animations- sometimes keyframes and realistic constraints can get you there. I think Unity is working on a framework for natural human animation.
Procedural animation approach avoiding bespoke animations in games.
@arran-nz Apr 2022 Cites it
on HN thread Overgrowth Game Engine Open Sourced
Happy to see this! Looking forward to dive into the procedural animation system David talked about at GDC. [0] [0]: [this video]
GDC talk explaining Overgrowth's procedural animation system.
@darzu Nov 2023 Cites it
on HN thread Northlight makes Alan Wake 2 shine
I’ve always preferred the Wolfire approach[0]: animation should “do no harm” to player control, it’s only there to add flavor, never at the cost of game responsivity [0] [this video]
Wolfire's philosophy that animation must not hurt player control.
@dymk Nov 2023 Cites it
on HN thread Northlight makes Alan Wake 2 shine
The keywords you're looking for are "procedural animation" and "inverse kinematics" - Overgrowth was doing this in 2009. The developer did a presentation at GDC 2014 on it: [this video]
Overgrowth developer's GDC 2014 talk on procedural animation and IK.
@rootlocus May 2026 Cites it
on HN thread The Melancholy of Slaying Monsters
While I agree it's incredibly jarring in some games, I'm always thinking back at a presentation by David Rosen on procedural animation: "First, do no harm to the gameplay". He's talking about animations in particular, but I feel that should be a core pillar for any game designer. Many things are unnatural in games: you don't instantly recover from a beating by eating one apple in real life, but we're ok with it in games because it makes the gameplay fun. [this video]
Principle of doing no harm to gameplay with animation.

Video list and Hacker News comment labels from HackerTube (prompted by @karpathy), released under ODC-By 1.0, built on the open-index/hacker-news archive. Hacker News data is provided by Y Combinator; comments remain the work of their authors. Video titles, channel names and thumbnails belong to their creators and are shown via YouTube. HackerTube Watch is an unofficial edition. Data export of 2026-10-31.

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