- Entry
- #8
- Date
- Tag
- Animation
- Feature
- A survivor, not a mannequin · Built
Moving like a person
The survivor now moves the way a person does: every step is picked from motion capture as you go. And when you drink, pick something up or loot a crate, you see it.

Until now the survivor moved like a game character: a few looping animations, blended by speed. That is gone.

Every step picked as you go
Movement is now built from a large library of motion-captured walking, jogging and running. While you move, the game keeps picking the piece of motion that fits best from where you are going next. Starting off, stopping short, turning on the spot, cutting a corner at a sprint: each of these looks like a person doing it, with the weight shifting and the body leaning into the curve, instead of a loop sliding over the ground. Feet stay planted on slopes and steps.
There are three speeds. You jog by default. Toggle to a walk and you move slowly and quietly, which matters now that the infected listen for your steps. Sprint when you need to get away, as long as your stamina lasts. A heavy backpack slows all of it down.
You see what you do
Using things is no longer invisible. When you drink, the bottle comes out and goes to your mouth, and you can keep walking while you do it. When you pick something up from the ground, you bend down and your hand goes to the item. When you take something out of a crate, you reach into it. Other players see all of this too, so you can tell at a glance whether someone is looting or just standing there.

Stand still for a while and the survivor shifts his weight, looks around and stretches a little.
Not yet
Eating uses the same motion as drinking for now. There is still no way to fight back. The character looks the same for everyone, and the animations will keep getting polished.