okay now that my frenzy of crossposting to literally every social site i have an account on is over, I can come back here and be Relatively Normal
god, ngl, I'm very excited to write some posts about the animation tech I've done for Wanderstop. For years I was the only animator, so I put in a lot of things in attempts to punch above my weight and save myself the kind of work that would make it impossible to get things done in a reasonable amount of time. (We eventually still hired up to 4 total animators to ship the game this year but that's another story)
I'm really interested in writing some gamedev oriented posts about the animation tricks I set up for some of those purposes; for example, towards the end of the trailer, you see Alta running while holding some tea. There's actually not a "run with tea" anim in the game, I have a system set up so that when someone is holding tea, their arm IK targets a pose location I specify and then the hand bobs dynamically based on the movement of the character's hips. So it looks natural basically no-matter what they're doing. These kinds of little tricks make it a LOT easier to add characters to the game without a huge asset load on the anim team. Going into detail on stuff like that! with unreal blueprint examples, probably. It'll be fun.