Motion Lineup
Six performers on a studio stage, each running a fully procedural animation cycle: a contact-timed walk, a run with an airborne phase, a jump with anticipation crouch and landing squash, a sword swing with slow wind-up and fast strike, a layered wave emote, and a squash-and-stretch slime hop. No keyframes, no animation clips — every pose is computed per frame from phase functions on a code-built joint hierarchy.
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Desktop: arrow keys or 1–6 — switch performer · Phone: tap to switch
Made by AI, compiled by the real Unity 6 engine
Everything in this piece — geometry, materials, lighting, animation and gameplay — was authored as pure code by an AI agent and built headlessly to WebGL. No downloaded models, textures or animation clips.