The detail I really like in this devlog is how even something as subtle as breathing or a small twitch can make a CCTV scene feel wrong. I imagine that makes the anomalies much more unsettling because players have to question what they saw instead of just waiting for an obvious jumpscare. The way you separate and rig the artwork to keep the movement natural is interesting too.
when designing these animations, do you deliberately make some anomalies easy to miss on the first viewing, so players start doubting their own eyes as they watch the footage?