On the basic level, the model motions are created using by-hand keyframing or motion capture at Appeal's own studio. This gives the characters the key elements of motion, but to truly make them simulate real beings, their motions needed to be adaptive to the situation. Thus, Outcast's characters use procedural animation. Appeal use a lot of procedural animations for the main character, (eg: targeting in real time with the joystick) and for all the other characters (eg: turning the head and torso in the direction of a sound). Real time inverse kinematics are also used for legs to follow bumpy grounds or stairs.

To make all the animations blend together, multiple cross blending and ponderated interpolation between animations is applied to the models. This allows Cutter's animation to glide seemlessly between walk, run, stop, etc.