https://.com/watch?v=i6SUqg1N2_s
It’s easier if you think about it like: “animations for my controller”, not “controller for my animations”. You know, like “3D models for my level”, not “level for my 3D models” :). It’s way easier to make and finish a game, when you are thinking about “big picture” first - for example you make a capsue walking on a level, made with just BSPs (boxes) and killing other capsules. It’s fast to make, change and play around with. If you get the foundations of the game that way, you can now replace the capsules with characters with just walking, idle and attack animations. Then, you begin to flesh out the gameplay basic mechanics (what can you do in your game - just walk or run and climb walls? pick up objects? Do you need precise platforming controls? How fast should the character move? Is there an inventory? Can you jump? Are there dialogues? Opening doors? Can you stealth-kill enemies? etc etc.). And then you start to add new animations to the controller - specifically the ones your game needs.