Some highlight on techart I did for game Kvark. I use vertex shaders for animations to reduce amount of skeletal meshes, and to unlock possibility of baked lighting even on animated meshes. Parameters are send through custom primitive data to enable batching everywhere possible.
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Activation animation using aperture like closing.
Punch in clock, using only one parameter
Drill animation, this is shot as projectile by one enemy
Clock animation,
In game example