gd-juice-and-feel

Designs and audits game feel, juice effects, and motion specs for cross-team implementation.

Updated Apr 13, 2026
One-click install
npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill gd-juice-and-feel-unity-upm-packages
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: gd-juice-and-feel
Source: https://github.com/Unity-UPM-Packages/Antigravity-skills/tree/main/.agents/skills/gd-juice-and-feel
Command: npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill gd-juice-and-feel-unity-upm-packages

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game features often feel flat or lifeless because sensory feedback is underspecified. This Skill gives game designers a structured vocabulary and concrete timing parameters to design, spec, and audit reactive game feel, juice effects, ambient life, and event-driven effect sequences. ## Core Features & Use Cases - Reactive Feel Specs: Define input responsiveness targets (input lag, jump buffer, coyote time), animation timing phases, hit-stop values, and camera feel parameters for player actions. - Juice Language & Motion Vocabulary: Specify easing curves, scale/fade/slide/rotation motion specs, and layered effect budgets per action type. - Event Sequences & Audits: Build step-by-step effect sequences for rewards, notifications, and transitions, then run the juice audit checklist to find missing feedback layers. - Use Case: A designer speccing a level-up moment produces a timed sequence table (screen flash, elastic text pop, confetti burst, XP bar fill) with per-role notes for Dev, 2D, and 3D teams. ## Quick Start Ask the AI to design a juice spec for a specific game event, such as "spec the juice sequence for a boss defeat with hit-stop, slow motion, and reward reveal."

Frequently Asked Questions about gd-juice-and-feel

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I spec game feel for a player action?▼

Break the action into input responsiveness, animation timing, and feedback layers. Set input lag under 50ms, define anticipation/action/follow-through frame counts, then assign 2-6 juice layers like hit-stop, screen shake, particles, and sound based on action weight.

What hit-stop values should I use for combat impacts?▼

Use 2-3 frames for light hits, 4-5 frames for medium hits, 6-8 frames for heavy hits or KOs, and 10-15 frames plus slow motion at 0.3x time scale for ultimate skills. Pair each with a scale punch from 1.05x to 1.15x.

Which easing curve should I use for UI animations?▼

Use Ease Out for elements arriving on screen, Ease In for elements leaving, Ease In-Out for modal transitions, Elastic for attention-grabbing badges, Bounce for playful rewards, and Back for confident button presses. Reserve Linear for mechanical elements like timers.

How many juice layers should a game action have?▼

Light taps or collects need 2-3 layers, normal attacks 3-4, heavy or special attacks 5-6, and boss deaths or victories should use all available layers. UI button taps should stay subtle at 1-2 layers.

Why does my game scene feel lifeless even with good gameplay?▼

The scene likely lacks ambient life layers. Add subtle continuous effects like character idle breathing, ambient particles, background parallax, environmental audio, and lighting pulses. Ambient motion must stay subtle enough to be felt rather than noticed.

When should I not add more juice effects?▼

Avoid heavy juice on frequent low-stakes actions like UI taps, where 1-2 subtle layers suffice. Overloading common actions causes visual noise and fatigue, and every effect must serve at least one of the six purposes: notify, amplify, reward, breathe life, guide, or emotion.