Designing Lovable Jerks: Lessons from Baby Steps' Team on Animation, Humor and Empathy
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Designing Lovable Jerks: Lessons from Baby Steps' Team on Animation, Humor and Empathy

nnewgames
2026-02-07 12:00:00
10 min read
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Practical lessons from Baby Steps on crafting unlikable-yet-lovable leads: design, animation and tone tips for indie devs in 2026.

Hook: Why your protagonist might be a jerk — and why that can sell

Indie teams often hit the same snag: you want a memorable lead, but making them too polished or heroic feels generic — make them flawed and players recoil. The trick is turning that recoil into affection. If you're wrestling with how to make an unlikable-yet-lovable protagonist, Baby Steps (led by Gabe Cuzzillo, Bennett Foddy and Maxi Boch) offers a compact masterclass in design, animation and tone. This piece pulls practical lessons from their work on Nate — the grumbling, reluctant hiker in a onesie — and translates them into actionable indie dev tips for 2026.

The payoff: why lovable jerks work in 2026

Players in 2026 expect nuance. Games that once relied on straightforward likability now find more traction when protagonists are messy, self-aware or plain ridiculous. Short-form streaming, social media memes and community-driven content reward characters who provoke reaction — even annoyance — because those reactions are sharable. But provocation without empathy backfires. The goal is to design a character who irritates the player and then wins them over.

What Baby Steps teaches us in one line

“It’s a loving mockery, because it’s also who I am.”

That quote — from the Baby Steps team as they describe Nate — is the thesis. The game mocks Nate, but it does so from within. That self-affection creates permission for players to laugh at him, not despise him.

Design fundamentals: making a jerk readable and endearing

Start here: visual design communicates personality at a glance. For indie teams with limited art budgets, choices that read fast and animate well are crucial.

1. Silhouette and shape language

Silhouette is the single fastest way to communicate character. Nate’s onesie, russet beard and exaggerated posterior make him immediately recognisable even in thumbnail form — which matters for store pages, social tiles and streams.

  • Use contrast: combine soft, rounded shapes with a single disruptive detail (a giant backpack, a ridiculous hat, a comically large backside) to signal both vulnerability and comic intent.
  • Test at scale: shrink your concept to 64x64 and 128x128. If the personality is gone, the design needs refinement.
  • Asymmetry = character: a crooked scarf, mismatched socks or an uneven beard imply backstory without text.

2. Palette and costume as shorthand

Colour and costume choices are storytelling shortcuts. Nate’s onesie telegraphs childishness and ill-preparedness; the russet beard anchors him as an adult who hasn’t grown up. Use clothing as a shorthand for contradictions.

3. Props and micro-details

Small props — a dented thermos, a novelty keychain — become comedic touchpoints when animated. They also create hooks for emergent jokes during play and stream highlights.

Animation cues: how movement sells sympathy

Character animation turns a static design into a living, relatable being. For lovable jerks, your animation language must balance comedic exaggeration with believable vulnerability.

1. Master the language of anticipation and flop

Anticipation and follow-through are fundamental. If Nate brags and then slips, the pre-slip pose and the rag-doll flop are both comedic beats. Use anticipation to sell hubris; use the flop to create empathy.

  • Timing is everything: short, snappy anticipations for cockiness; long, heavy follow-throughs for failure.
  • Pacing beats audio: sync a gasp or mutter with the peak of a motion to accentuate self-awareness.

2. Secondary motion equals personality

Secondary motion—overlapping limbs, jiggle, coat tails, backpack sway—reads as perpetual clinginess to the character’s identity. In Baby Steps, Bennett Foddy’s joking comment about “liking big butts” points to this truth: the body’s exaggerated parts become personality engines when they move with weight and intent.

3. Idle loops as micro-narrative

Give idle animations narrative beats: Nate pees his pants a little in embarrassment (a recurring gag), or nervously adjusts his glasses when asked to speak. Tiny repeated actions can be a player’s emotional anchor.

4. Facial cues and minimalism

High-fidelity facial rigs are expensive. You don’t need them. Simple eyebrow pulls, eye squints, and mouth shapes timed to voice lines can convey complex emotions. Focus on the eyes: quick eye darts and long, mournful stares sell self-awareness.

5. Modern tooling shortcuts (2025–26)

By late 2025 the indie animation toolkit matured: AI-assisted keyframe suggestions, pose libraries and procedural secondary motion are now standard in many pipelines. Use these tools to iterate faster — but always hand-tune the critical comedic beats. AI can set up believable weight and overlapping action, but the punchline timing needs human feeling.

Writing tone: how to script a jerk people root for

Good animation can sell physical comedy. Great writing gives it heart. Tone decides whether a jerk is punchable or precious.

1. Self-mockery vs. punching down

Baby Steps succeeds because the mockery is internal. The protagonist’s flaws are his own source of humour — the game never frames them as superior. Keep the voice intimate: jokes should land on the character, not othered groups.

2. Use contradictory beats

Pair cockiness with vulnerability. Have the protagonist brag about competence and immediately fail in a way that exposes insecurity. That contradiction invites the player to forgive and then invest emotionally when the character shows growth.

3. Economy of lines

In 2026 players skim. Your dialogue should be modular, quotable and easy to clip for social sharing. Create short, sharp lines that reveal character and double as stream-friendly punchlines.

4. Layer humour: surface jokes and slow burns

Combine quick gags (a bad pun, a pratfall) with invisible slow-burn jokes (recurring motifs, changing reactions over time). The slow-burn is your empathy bank: when the character finally shows vulnerability the player feels invested.

Practical pipelines: from concept to lovable jerk

Here’s a compact workflow you can use on an indie budget. Adapt to your tools (Unity, Unreal, Godot) and team size.

  1. Concept sketch & silhouette sprint

    Spend one week on thumbnails. Pick three silhouettes and test them at tiny sizes. Select the one that reads best and has an emotional hook (e.g., childlike costume vs adult face).

  2. Persona doc & joke bank

    Write a one-page persona: wants, fears, embarrassing secrets. Create a joke bank with 20 micro-jokes and 5 slow-burn motifs (e.g., never-ending quest for a decent sandwich).

  3. Blocking passes

    Animate three key states: boast, fail, remorse. Iterate until they read without audio — if they don’t, focus on silhouette and timing.

  4. Prototype with audio

    Record rough voice lines (just your team) and test with 10 players. Watch for empathetic wins — moments where players laugh and then defend the character.

  5. Polish and conditional responses

    Add micro-reactions to player success/failure. If players carry the character to a surprising triumph, have the protagonist be awkwardly grateful to deepen the bond.

  6. Streamability check

    Clip 30–60s highlight reels and test on social channels. Virality often reveals which aspects of your lovable jerk resonate; lean into those.

Animation recipes: concrete rigs & curves

Below are actionable animation settings and behaviors you can implement now.

Idle breathing

  • Cycle length: 2.4–3.2s for adult characters; 1.8–2.2s if nervous.
  • Chest amplitude: 2–4% scale; abdomen opposite phase for weight.
  • Eye blinks: q-value 2–5s with occasional long blink (1.2s) for embarrassment.

Anticipation-and-fail

  • Anticipation: 6–12 frames, exaggerate pose by +20–30% on the main axis.
  • Follow-through: 18–36 frames with overshoot and settle.
  • Sound sync: place audio hit 2–4 frames after the peak of motion to create micro-lag and comedic tension.

Secondary motion tuning

  • Damping: 0.15–0.25 for soft fabrics, 0.35–0.5 for heavy gear.
  • Phase offset: 0.25–0.45 of main cycle to avoid synchronous motion that looks robotic.

Playtesting & ethical considerations

Playtesting is where lovable jerks either become beloved or cancelled. Test for empathy, not just amusement.

  • Diverse panels: recruit players across demographics to spot jokes that might read as punching down.
  • Ask emotion-centric questions: did you laugh with or at the protagonist? When did you feel protective of them?
  • Iterate on edge-cases: if a gag consistently makes people uncomfortable rather than amused, rework the setup or payoff.

Monetisation & marketing: selling a lovable jerk

Characters who provoke strong emotions are marketable. Here’s how to do it without undermining design integrity.

  • Feature low-effort viral moments: create a few intentionally ridiculous actions (awkward dance, odd victory pose) that streamers can trigger.
  • Merch wisely: the weird details (that onesie, the dented thermos) often make the best merch because they’re recognisable and funny — use a pop-up playbook approach for collectors.
  • Use narrative DLC to deepen empathy: add short seasonal vignettes that show vulnerability rather than more jokes — these deepen long-term attachment.

Case study: translating Baby Steps lessons into a 4-week sprint

Here’s a fast, practical breakdown you can run in four weeks to create your lovable jerk prototype.

  1. Week 1 — Concept & silhouette: 20 thumbnails, pick 3, test 64px icons, lock design.
  2. Week 2 — Persona & joke bank: write one-page persona, record 15 seed lines for VO, create 5 props.
  3. Week 3 — Blocking & audio mockups: animate boast/fail/remorse, sync to temporary VO, run closed playtest with 10 players.
  4. Week 4 — Polish & community test: refine timing, add two streamable gags, release a 60s teaser to socials and solicit feedback.

Tools & resources for 2026 indie teams

Pick tools that speed iteration. In 2026 that means integrated AI-assisted pose libraries, simple procedural secondary systems and cheap motion-capture options.

  • Lightweight mocap: phone-based full-body capture for blocking (then hand-tune).
  • AI-assisted pose tools: accelerate keyframe setup, but always tweak comedic timing manually.
  • Modular rigging systems: allow fast swap of props and costumes to test visual jokes.

Final checklist: are you making a lovable jerk or just an annoying one?

  • Is the mockery internal (the game laughs with the character) rather than external?
  • Does the silhouette read at thumbnail size?
  • Are there clear beats where the character admits vulnerability?
  • Do animations create weight and sincere micro-reactions?
  • Have diverse playtesters confirmed the character evokes empathy?

Closing thoughts — the craft behind Nate and why it matters now

Baby Steps’ Nate is a useful model precisely because he’s a contradiction: childish costume, adult beard, immense butt, small bravery. The team’s approach — a loving mockery that’s also an act of self-recognition — is a transferable strategy for indies who want characters that are memorable, streamable and emotionally resonant.

In 2026, with AI tools speeding iteration and communities amplifying oddball moments, indies can afford to be brave with protagonist design. But bravery must be paired with ethical empathy. Make your protagonists uncomfortable, make them ridiculous, but always give them a moment where players can step in and care. That’s where transformation happens — both for your character, and for the player experience.

Actionable next steps

  1. Run a 4-week sprint (use the case study above) and post a 60s clip to community channels.
  2. Use AI-assisted pose libraries for blocking, then hand-polish the comedic timing.
  3. Schedule three diverse playtests — watch for empathy signals, not just laughs. Be mindful of your project’s digital footprint when sharing early builds.

Call to action

If you’re building a protagonist who’s more jerk than hero, try the sprint above and share your results. Post a 60s highlight on X/Threads and tag us — we’ll feature standout prototypes in our next Indie Spotlight. Want a template? Download our free lovable-jerk design checklist and animation timing cheat sheet to speed your first prototype.

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2026-01-24T04:50:52.563Z