The team debated on whether to represent damage through a blinking character like similar games, however, in the end, we thought an animation would be the best course of action.
This animation I found was fairly simple to do, as it only required me to change around a sliding animation that I had done previously. Although it should have been as simple as flipping him with his arms tucked in, I found that blender wouldn’t loop the animation properly, quickly spinning it several times over at the end. I managed to solve this problem by changing the direction he falls so that he lands in the exact same location and rotational space.
We had a few problems with this animation in particular, as for some reason while in the engine the model shrunk every time damage was taken.