- Squash and stretch for movement - Keep overall volume of object the same by lessening other values - Anticipation for ease in - Staging for focus of attention - pauses to process, like in tom and jerry most of the time - Straight ahead/pose to pose - For determining how you want to fill in gaps of animation - Keep center of balance in mind - Follow through and overlapping action - Slow in slow out - Bezier curves to mimic physics - Arcs - To mimic normal human movement - Secondary action - What other supplementary actions can be used to support, but not distract from the main animation? - Timing - How many frames an animation has determines intent - So crazy how much nuances there are - Twos > ones for saving time - Exaggeration - More convincing - Choose how long you want to show the extreme animation - Go back a step when you feel it's too extreme - Solid drawing - Making sure the illustrations are distinct and are fitted well into the scene - 3d animation avoid twinning - symmetrical animation - Appeal - One interesting trait about a character via design - Clear shape, like in sihlouette - Accentuate what makes it unique, like in pixel art you minimize the irrelevant details