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The Puppet Ballerina

A walk cycle created for a puppet-like ballerina character, developed through observational study of classical ballet movement. Rather than replicating realistic walking, this animation reinterprets how a ballet-trained character would translate stage movement into game-ready locomotion.

The focus of this study was on redefining weight, balance, and posture to reflect a dancer’s discipline while maintaining the mechanical constraints of a puppet body. Movement was designed to feel light and deliberate, with controlled foot placement and extended lines that preserve elegance during traversal.

This animation explores how real-world motion can be stylized and adapted to fit a character’s identity and narrative role, prioritizing expressiveness and readability over strict realism.

Barend J Strydom
Game Development & Game Design Student

© 2026

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