Procedural animation in Little Kitty, Big City: Unity and Maya

Published on May 22, 2026 | Translated from Spanish

The development of Little Kitty, Big City presents a fascinating case study for procedural animation in Unity. This indie title demonstrates how a cartoon cat can climb and jump through a city with organic movements. The workflow combines base modeling in Maya with dynamic systems in Unity, making each jump and landing feel unique. For developers, the challenge is not only technical but also design-oriented: creating the illusion of a living animal without predefined animations.

Cartoon cat climbing a building in a colorful city with procedural animation in Unity

Workflow: from Maya to Unity with dynamic rigging 🛠️

The process begins in Maya, where the cat is modeled with a modular rigging system. The main joints (legs, tail, and head) are configured with standard bones, but the key lies in the physics controllers exported as transforms. In Unity, an Inverse Kinematics (IK) system is implemented for the legs, combined with a 2D physics engine for the tail and body sway. To achieve naturalness, procedural animation curves that respond to the environment are used: the front leg stretches when reaching a ledge, and the hind leg retracts if the jump is short. Optimization is achieved by limiting IK calculations to keyframes and using physics LOD for distant objects.

Lessons for indies: the balance between control and chaos 🐾

Little Kitty, Big City teaches that procedural animation should not replace art, but complement it. Indie developers can replicate this approach using packages like Final IK in Unity, combined with classic transition animations. The secret lies in tolerance parameters: allowing the cat to wobble slightly after a rough landing, or the tail to visually catch on pipes. This generates behavior that the player perceives as alive, without needing to animate every frame. A practical tip: record real cat movements on video to study reaction times and use them as a basis for speed curves in the engine.

As an indie developer working with Unity and Maya, how do you manage the balance between procedural animation and keyframe animations so that Little Kitty's character feels natural and not robotic in its movements through the city?

(PS: a game developer is someone who spends 1000 hours making a game that people complete in 2)