walkcycles
walkcycles
walk cycles
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walkcycles · 5 years ago
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To be honest, I don’t have much to say about this one. Other than it might be one of the most satisfying run cycles I’ve played.

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142 notes
walkcycles · 6 years ago
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i think i might be out of walk cycle ideas, ya’ll.

If you have any lemme know. ill shout you out.

38 notes
walkcycles · 7 years ago
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Kiryu is a beefy specimen. He’s also a gosh darn sweetheart. By making his ‘Beast Style’ walk cycle so over the top, it softens it. Almost like he’s pretending to be mad. 

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531 notes
walkcycles · 7 years ago
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Silent Hill 2 doesn’t want you to think James Sunderland is cool.
Silent Hill 2 doesn’t want you to like or even respect James Sunderland.
Silent hill 2 doesn’t want playing as James Sunderland to feel good.

Hence, he runs like a boob.

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228 notes
walkcycles · 8 years ago
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By using the d-pad instead of the analogue stick, Big Boss does this very slow ‘stalk’ walk cycle. It’s another example of the Metal Gear Solid series going for some kind of miltary accuracy, ignoring or even revelling in the goofyness of the outcome. I’ll never get over his little T-rex arms.

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164 notes
walkcycles · 8 years ago
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2B has three v good movement cycles/speeds. I love em all. But I really like her default (the one you’re looking at). It’s the most human of the three. The walk is all baddass vibes and the sprint has this intense robotic precision business. But this jog, it’s got an inquisitiveness to it, as well as an alertness to the unknown dangers around her. I think it’s the most vulnerable of the three and that’s cool as she’s quite a walled off character overall.

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333 notes
walkcycles · 9 years ago
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Watch Dogs 2 is filled with dynamic/expressive character animation. Marcus’ walk cycle does such a good job of capturing that confident mid-20 something male getting about his city. Teamed with the fact he’s often listening to music, that little boppy saunter feels good. Chill vibes all round.

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320 notes
walkcycles · 9 years ago
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Hitman is all about blending in, he has to be almost invisible. So his walk cycle reflects that. EXCEPT, his lil man fists. Tightly clenched, that’s where he holds all his stress. All his murderous intent is balled up between those fingers. At any moment he’s ready to bonk someone on the head with one of the three cans of soda he’s got stuffed in his pockets…

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345 notes
walkcycles · 9 years ago
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Sams walk cycle seems to dynamically change depending on cargo weight as well as terrain and other factors. So there’s a butt-tonne of animations to pick from. I chose his ‘over-encumbered’ walk. I really like how the backpack sways. ALSO, this cycle is just over ten seconds long before it loops. Most of the others I’ve done so far are about 1 second long. So that’s a crazy amount of animation before it loops again.

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165 notes
walkcycles · 10 years ago
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Love this lil walk. She’s got places to be, and bits to get done. But that doesn’t stop her from being a goof.

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117 notes
walkcycles · 10 years ago
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The animation that inspired my ten year old self to start running at every wall I saw. Love the way his tippy taps condense as he starts to slow, and how he releases his arms to gravity as he comes back down from the apex. 

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4K notes
walkcycles · 13 years ago
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Gwarsh, it feels good to sprint around as Sekiro. I love how he’s animated close to that generic idea of a ‘ninja run’ - tippy tap feet, leaning in at a sheer 45 degrees- without going for that over the top ‘Naruto run’ vibe. I dig…

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108 notes
walkcycles · 13 years ago
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Walking is cool and all, but I want more tools for self expression through movement in games. There should be more dancing, skating etc. Jet Set Radio is a great example, this animation is the speeding up cycle. Love how it captures the effort it takes to pull skates forward to pick up speed. I want more, plz.

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325 notes
walkcycles · 13 years ago
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One of the things I’ve noticed while doing these animations is how many other elements are going on to create the intended affect. Just looking at this animation, you’re missing the sound of the wind cracking against Snakes body, the camera violently shaking trying to keep up with him as well as the added motion blur effect. The animation itself shows him as focused and precise, everything else is what he’s pushing up against.

Slowed it down btw

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114 notes
walkcycles · 14 years ago
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You can’t really force players to move at a walking pace in games, so the default speed is often a light jog. Naughty Dog does such a great job animating a jog that doesn’t look like it’s too exhausting, one that you can almost believe these characters could keep up for hours at a time.

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169 notes
walkcycles · 15 years ago
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I love a bespoke animation for climbing/descending stairs. Max Payne 3’s is rather good. Only a true dad decends stairs in such a manner. Look at him in his cargo trousers.

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102 notes
walkcycles · 16 years ago
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This swimming animation strikes a good balance of stressful and cosy as you try to cross a lake with ya lil’ babas on your back, oblivious to their mothers struggle and the players steadily depleting stamina bar.

69 notes
walkcycles · 16 years ago
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If you haven’t already fallen for Aerith at this point, Marlene’s immediate display of trust and admiration by taking her hand and staring up at her should seal the deal. I love one off walk cycle animations like this, it lasts for about ten seconds and then you never see it again.

251 notes
walkcycles · 16 years ago
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I wonder if Isaac’s frankly terrible posture is a purposeful attempt to add to the general level of discomfort and unease that the game is trying to build. It’s only accentuated by the mechanical spine clinging to his back, curving over his hunched shoulders. Dope design work all round tbh.

138 notes
walkcycles · 17 years ago
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I’m probs projecting a little here, but I feel like you can see the apprehension behind every step in this walk cycle. Like, they are trying to be strong, but wayyy over doing it. It’s all too deliberate. They know something terrible is waiting up ahead.

121 notes