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Animation

Exporting Animations as GIFs and Sprite Strips

Get your animation out in the right format — a GIF to preview and share, or a sprite strip/sheet your game engine can play.

An animation is only useful once it's in the right format. There are two you'll reach for constantly: a GIF for previewing and sharing, and a sprite strip/sheet for actually running the animation in a game engine. They serve different jobs.

GIF — for previewing and sharing

A GIF plays your animation as a single looping file. It's perfect for:

  • Checking the motion looks right before you commit.
  • Sharing a character on Discord, socials or a storefront.
  • Dropping into docs or a pitch.

GIFs are for humans to look at — not for driving a game.

Sprite strip / sheet — for your engine

Game engines don't play GIFs; they play frames. A sprite strip lays every frame out in a row (or grid = sprite sheet), and the engine flips through them at runtime to animate the character. This is the format you export when you're building the actual game.

Frame size and order matter

For a sheet to play correctly in-engine:

  • Uniform frames — every frame the same dimensions so the engine can slice them evenly.
  • Consistent order — frames in playback order, left to right.
  • Padding — a little space (or none, consistently) so frames don't bleed into each other.

Get these right and importing into any engine is trivial.

Loops vs. one-shots on export

  • Looping animations (idle, run) — make sure the last frame flows into the first so the strip loops seamlessly.
  • One-shot animations (attack, jump) — export the full sequence start to finish; the engine plays it once and returns to idle.

Workflow

  1. Build and preview the animation as a GIF.
  2. When you're happy, export a sprite strip/sheet.
  3. Import the sheet into your engine, define the frame size, and set up the animation.

Preview as a GIF, ship as a sheet — that's the rhythm.

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