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Making Kickshatter's Players Move More Naturally

2026-10-08

A football player can reach the right spot and still look wrong getting there. In earlier Kickshatter tests, the final step looked like a stomp, the arms felt rigid, and the hands made a relaxed player look tense. This animation pass focuses on those small movements that stay visible even when the character is tiny on a phone screen.

Kickshatter breaks football skills into short games built around passing, receiving, shooting, and physical puzzles. Players need enough walking and running to support those interactions. The aim of this pass is to make that movement easier to read and more natural to watch.

Let the final step settle

The earlier walking sequence ended with an unnecessarily high follow-up step. Lowering that foot's arc reduced the stomp, but the transition also needed to respect which foot was already supporting the body.

We adjusted the existing stop selection and playback so that the closing step fits the current stride. Tests include short moves, different facing directions, and a target changing or disappearing while a foot is planted. The character should finish the move, settle, and stay settled.

Two players in a gray Unity motion test, labelled as a revised walk and stop.

Walking comparison: the YouTube link will be added here after the video is uploaded.

The walking film compares an earlier prototype with the revised sequence. It is a development demonstration recorded in Windows Unity, rather than a recording from an iPhone. All movement in this film is shown at normal speed.

Give the upper body room to move

Relaxed arms still move. Walking uses a smaller swing; jogging uses a more bent elbow and a stronger swing opposite the advancing leg. The shoulders follow with a small delay, and the torso leans slightly more as the pace increases.

The transition into a stop matters as much as the running loop. The upper body now settles out of the outgoing stride instead of snapping straight into a still pose. At rest, the head faces forward. During play, it turns toward the ball within a limited range.

The body shape was also adjusted around the calves and waist. The changes refine the mesh while preserving the skeleton, skin weights, and footwear. This keeps the existing movement and foot-contact setup usable.

Relax the hands without losing the whole motion

The hand revision turns the palms inward and gives the fingers a loose curl. The earlier hand orientation could look acceptable in one pose and turn awkwardly as the arm moved. The revised pose uses the character's shoulder direction to keep the palms facing inward through the stride.

Previous and revised full-body running poses, with the revised palms facing inward.

Hand comparison: the YouTube link will be added here after the video is uploaded.

The hand film shows the previous and revised versions from full-body side and front views, followed by a mobile-scale comparison. It compares the hand change on the same body and arm-motion candidate; it is not a before-and-after demonstration of every change described in this article.

This is a mobile game, so fingers are a supporting detail. The more useful question is whether the complete player looks relaxed while walking, running, and coming to a stop.

Check the sequence, not just the pose

The movement checks run through Unity's actual play loop. They record body position, foot height, stop transitions, and hand orientation alongside the video. Match checks also follow shots and receiving players through the existing game path.

For the hand bake, 135 existing clips were updated. Their non-hand animation curves, duration, and frame rate were checked for changes. A plausible still image would not establish that those movements had been preserved.

These checks have limits. Small contact-point movement remains, and a fixed-frame recording does not establish performance on a phone. The films show development work; they do not announce that this animation pass is already in the App Store build.

Try the game

Kickshatter: Rising Star is available on the App Store. Aim a football, use rebounds and props, and find a route through each puzzle. More animation comparisons will follow as the movement is refined.

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