Animation is where a character stops being an illustration. A design can look finished as a static render and still fall apart the moment it has to idle, take a hit and die on a five inch screen. That gap between artwork and motion is where an outsourcing arrangement either proves its worth or turns into a rework queue.

Scope is a clip list, not a character count

Teams outside game development often picture animation as a showreel. In production it is a list of clips. For example, a melee unit might need idle, locomotion, attack, hit reaction and death clips. Abilities, directional variants and interface loops add separate scope items on top of that. Note that a state in the engine, an animation clip and a delivered file are three different things: one state can contain a blend tree, and several clips can ship inside one file. Agree on a clip list and an export structure instead of estimating from the number of characters alone.

An animation brief therefore has to define motion and integration requirements as well as visual style. A reference image can establish a visual direction, but it does not define either a character’s production requirements or its animation scope.

Three handoffs worth resolving early

Rig compatibility. A cinematic rig may need simplification or a separate export skeleton to meet a mobile game’s runtime requirements. Animations authored for a different skeleton may need retargeting and corrective work, so direct reuse is not guaranteed. Settle the skeleton, the bone count and the naming convention before the animation set is authored.

Engine and device budgets. Texture size, bone counts and draw calls are not fixed properties of a device. They depend on the whole scene, the materials, batching and the frame rate you are targeting. Agree on those budgets in the context of the target scene and goal, then test a representative asset on the actual hardware rather than trusting a universal limit.

Review points. Motion cannot be reviewed the way a still can. Review blocking before polish, so changes to poses and timing can be addressed before secondary details are refined. Late timing changes can require extra work, especially where contacts, secondary motion or gameplay events have to stay synchronised.

What to put in the brief

Specify editable source files and runtime deliverables separately, including software versions, export settings and texture assets. For 3D, add whether motion is in place or uses root motion, and mark the frames where gameplay events such as an attack or a hit should fire. Then hand over whatever style reference the project already has, even an unfinished internal document. The alternative is an animator inventing a house style and both sides paying for that discovery.

For teams weighing internal work against a partner, compare setup costs, specialist requirements and internal capacity against the size of the batch. Recurring work spreads onboarding across deliveries, while a single complex task can still justify outside help. For recurring work, agree on versioned source storage, handover rights and how project conventions will be preserved between batches. A service overview such as the 3D animation page at sunstrikestudios.com can help frame those questions, but the deliverables still have to be agreed per project.

Choosing 2D or 3D for the production pipeline

Skeletal 2D supports efficient reuse of rigs and animations, though substantial changes in viewing direction may require additional artwork, and iteration cost depends on the rig and the deformation requirements. A reusable 3D asset can serve multiple viewpoints and some variants without rebuilding the character, while new costumes, proportions or equipment may still require modelling, rigging and animation work. Compare both against the planned camera views, the variants you expect and the quality target.

None of this appears in a showreel. It is simply the part that decides whether the reel was worth commissioning.

Bogdan Sandu
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Written by Bogdan Sandu

Bogdan Sandu is a seasoned designer who has been designing websites since 2008. Renowned for his expertise in logo design and visual branding, Bogdan has developed a multitude of logos for various clients. His skills extend to creating posters, vector illustrations, business cards, and brochures. Additionally, Bogdan's UI kits were featured on marketplaces like Visual Hierarchy and UI8. He also wrote in the past years on sites like Design Your Way, WebDesignerDepot, WPDean, Designmodo, Speckyboy, Slider Revolution, and more.