at://jaystevens.me/network.cosmik.card/3mjv3xkxhp223

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Record JSON

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  "$type": "network.cosmik.card",
  "content": {
    "$type": "network.cosmik.card#urlContent",
    "metadata": {
      "$type": "network.cosmik.card#urlMetadata",
      "author": "joewintergreen",
      "description": "I’ve been working for the last week or two on a system to streamline contextual or scripted animation stuff in Sleight of Hand, a stealth game with a lot of systemic interaction aspirations. I built an interest source system a while back for coordinated investigations and dynamic behaviours, and while some of those interactions have been doing cool stuff on the animation side (a guy might rip open a wardrobe you’re hiding in, for example), it has tended to involve a lot of more-or-less-boilerplate Blueprint every time; it’s not been as easy as it should be to drop in what Half-Life called a “scripted sequence”. This fortnight’s work has improved this a great deal, and I’ll tell you for why, and perhaps you will benefit from doing something like this yourself.",
      "imageUrl": "https://www.joewintergreen.com/wp-content/uploads/2026/02/sohcontextanims.gif?wsr",
      "siteName": "joe wintergreen internet zone",
      "title": "contextual animation stuff in Sleight of Hand",
      "type": "link"
    },
    "url": "https://www.joewintergreen.com/contextual-animation-stuff-in-sleight-of-hand/"
  },
  "createdAt": "2026-04-19T23:24:14.945Z",
  "type": "URL"
}