A method for user-generated recordings of skeletal animations, the method comprising: storing information regarding a plurality of animated movements in memory, wherein each animated movement is mapped to one or more skeletal-based body parts of a game character; capturing a recording of a plurality of user movements over a period of time; executing instruction stored in memory, wherein execution of the instructions by a processor: identifies one or more body parts of the user for each captured user movement, determines which skeletal-based body parts correspond to the identified body parts of the user, wherein a stored animated movement is mapped to the skeletal-based body parts determined to correspond to the identified body parts of the user identified as having been moved in each captured user movement, determines another captured user movement is associated with movement of another body part of the user, wherein the another body part of the user is not part of the captured user movement, and wherein one or more other animated movements are mapped to the other body part of the user, and characterized in that the execution of the instructions generates a custom animation comprising the stored animated movement mapped to the skeletal-based body parts and the one or more other animated movements mapped to the other body part of the user; storing the custom animation in memory, wherein the custom animation is played during play of a game upon detection of an in-game event as designated by the user. storing information regarding a plurality of animated movements in memory, wherein each animated movement is mapped to one or more skeletal-based body parts of a game character; capturing a recording of a plurality of user movements over a period of time; executing instruction stored in memory, wherein execution of the instructions by a processor: identifies one or more body parts of the user for each captured user movement, determines which skeletal-based body parts correspond to the identified body parts of the user, wherein a stored animated movement is mapped to the skeletal-based body parts determined to correspond to the identified body parts of the user identified as having been moved in each captured user movement, determines another captured user movement is associated with movement of another body part of the user, wherein the another body part of the user is not part of the captured user movement, and wherein one or more other animated movements are mapped to the other body part of the user, and characterized in that the execution of the instructions generates a custom animation comprising the stored animated movement mapped to the skeletal-based body parts and the one or more other animated movements mapped to the other body part of the user; storing the custom animation in memory, wherein the custom animation is played during play of a game upon detection of an in-game event as designated by the user. identifies one or more body parts of the user for each captured user movement, determines which skeletal-based body parts correspond to the identified body parts of the user, wherein a stored animated movement is mapped to the skeletal-based body parts determined to correspond to the identified body parts of the user identified as having been moved in each captured user movement, determines another captured user movement is associated with movement of another body part of the user, wherein the another body part of the user is not part of the captured user movement, and wherein one or more other animated movements are mapped to the other body part of the user, and characterized in that the execution of the instructions generates a custom animation comprising the stored animated movement mapped to the skeletal-based body parts and the one or more other animated movements mapped to the other body part of the user; storing the custom animation in memory, wherein the custom animation is played during play of a game upon detection of an in-game event as designated by the user.