Timeline uses the Playable API indeed, but the Playable API is not made just for Timeline. The Playable API is a low-level API that allows to create your own data-flow graph. This data-flow can be for animation, sound, video, scripts, ... So you can use the Playable API and do whatever feature/tool without ever having to touch the Timeline. Playable API being already quite low-level, we haven't planned to go even lower. Maybe in the future, who knows? Maybe we'd need more abstraction, but for the moment, ECS and Playable API are two low-level (lowest?) Unity APIs. I do think you can already do very low-level work just using the Playable API (which is multi-threaded for the animations, even with an AnimationScriptPlayable). But if you want to go even lower, you could do your own animation system with your own format, using ECS Thanks man! We already have some plans about how to redo some parts, but new techs (like ECS) frequently change these plans We'll keep in touch!