I Built a Game Animation Tool inside Figma

Опубликовано: 04 Август 2026
на канале: Gooselevram
196
14

Prefer reading: Read here: [https://ninthframe.co/blog/i-built-a-...]

Making game art is hard, especially when you don’t consider yourself an "artist." After months of fighting with professional animation software and failing to find a workflow that clicked, I realised I was looking in the wrong place.

In this video, I share why I ditched industry standards like Adobe Animate and Tahoma2D to go back to my roots, Figma. Since Figma isn't built for game dev, I had to build my own custom animation timeline and onion skinning plugin from scratch.

It’s not the "professional" way to do things, but it’s the only way I could keep making my Metroidvania, Returner, without burning out.

🕹️ What’s inside:
My struggle with finding a beginner-friendly vector program.

Why "professional" software can sometimes kill your motivation.

A walkthrough of my custom Figma animation plugin.

How I use Figma Components to keep my character art consistent.

Automating the export process for spritesheets.

💬 Join the Journey
If you’re a developer looking for ways to simplify your process or just curious about how Returner is coming along, I’d love to have you in the community!

Subscribe for more DevStories and Devlogs.

Join my Discord: [  / discord  ]

Follow on Twitter: [https://x.com/the_gooselevram]

Are you using any "unconventional" tools for your game? Let me know in the comments!