xyz Well specifically how to set up character animations that would translate good in game.. One thing to animate for a movie or something where precision is not that paramount when you have looping animations, but what i discovered that blender set up easing keyframes for movements, and this does not translate well in game. The animation, when it loops, looks choppy, and my struggle with syncing the feet to be planted on ground while they are on ground and not skid/like on ice.
What needs to be done in this case is to set the keyframes where foot traverses the ground to linear movement (no easing - in graph editor).
Another thing i discovered, that if you want run animation to look like running then the character has to be few frames in air (following the core principles of walk cycles where you have: sequence

Also about running, the foot travel distance, has to be longer than walk animation cycle, so that when you change the character speed in game it looks more realistic and not like moving legs faster while doing the same distance.. these types of correlations that you have to keep in mind...
For someone with no anatomical BG or studies, is not something i would even think about.. but when you spend time and think it looks good in blender but then it doesnt work in game engine because the animation was not set correctly, feels discouraging..
I know, i could just grab someones else work and just focus on "the game" but, then i wouldnt be any different from slopsters that push garbage with no soul on to steam or whatever - public..
From other trades, i learned that unless i do it myself i dont learn. So i have to do it, atleast once this myself 😃.. I guess im glutton for punishment or something...
So yeah, these types of things that animator doesnt even have to think about because thye have experience with setting things up that would translate perfectly to in-game engine.