Game design ate UI animation ???
Welcome back.
And while I see both sides, in hindsight this will seem like a very 2025 argument punctuating the end of the 2-dimensional design stack.
From research to production, I'm having convos with design tool companies, and everyone is thinking about how to support new ways of working.
Even motion design tools.
—Tommy (@designertom)
the wireframe
the end of timeline thinking
Remember video editing?
You put clips on a timeline, one after another. That's how motion design has worked forever - in After Effects, Flash, even newer tools like Lottie.
Want a button to do something when clicked? You'd make one timeline for the click, another for hover, another for loading... suddenly you've got 10 different animations to manage.
Games figured out a smarter way.
Instead of separate timelines, they use something called state machines. Think of it like a flowchart: if the player is standing still, play the "idle" animation. If they press jump, switch to "jumping". If they're falling, switch to "falling".
The animation follows what's actually happening, not the other way around.
Now that same logic is coming to product design.
runtime-first design
Let's get specific.
Take Instagram's like button that bursts into hearts when you double-tap.
The old way of building this:
The new way with tools like Rive:
Instead of just making pretty animations, you're designing how something actually behaves.
The visuals and logic are finally speaking the same language.
Hear that? That's the sound of technical barriers breaking into pieces.
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One space to manage all your assets and feedback, whether it’s from your team or your clients. You never have to chase after feedback or lost versions. This is where design iterations happens in minutes, not days.
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why games got there first
Game designers solved this years ago because they had to. When you're making Mario, you can't have separate animations for every possible thing the player might do. You need a system that can handle anything.
So they built tools where:
Sound familiar? That's exactly what modern apps need.
What changed? Two things:
Motion design is starting to feel a lot more like game design. And that's pretty rad in the name of not-boring software.
the future is run-time first
Tools are following suit:
What's next? My prediction:
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the bottom line
Stop thinking in timelines. Start thinking in systems.
Your users don't care about pretty animations, not really. They care about feedback, responsiveness, and feeling in control.
That's what game designers have known all along.
See you next week,
Tommy
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Product Designer / UX Researcher
1 个月Jay Andrade-Hunt
Director @ Iluminar Aerial | UX Design, Project Management
1 个月Thank you for the post. While keeping a user-centric design, a runtime-first feels like the natural evolution of design thinking. ?It refocuses thinking from linear sequences to interactive systems, which makes the process more intuitive and faster to implement.
Head of Research at ecom.tech, Global Talent Visa holder
1 个月Thank you for a post! There are so many amazing things and features products from other industries could borrow from gamedev! Let's say, UX, navigation, interactive elements, narrative, statistics: there are so many amazingly developed features there which could be useful for fintech, traveltech, and other fields.
Senior UI/UX Designer @ Octech Digital | Making Pixels Behave & Users Happy
1 个月????That was some ride!