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Game Animation Course
More than 2 million students worldwide

Game Animation Course

5

Master every stage of game animation, from rigging characters and keyframing combat moves to integrating motion capture and building state machines in-engine. This course covers the full production pipeline used at real game studios, giving you the technical skills and creative foundation to animate characters that feel alive and responsive. Whether you're breaking into the industry or leveling up your current skills, this is the most complete game animation training available.

Dedika for Business

What you will learn:

You'll start with the 12 principles of animation and the production pipeline, then move into rigging, weight painting, and friendly control rigs. Next, you'll keyframe locomotion cycles, combat actions, and facial lip-sync using graph editor techniques. You'll process and retarget motion capture data, design animation state machines with blend trees and transition logic, and implement runtime IK and ragdoll physics. The course also covers animation optimization, pipeline automation, and supplementary topics such as 2D animation, VR character animation, cinematic sequencing, and machine learning tools. By the end, you'll have a portfolio reel and the skills to work in indie, AA, or AAA studios.

How you study in practice Game Animation Course

How you practise Game Animation Course

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Course Content

8 Chapters • 37 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of Game Animation

  • Lesson 1 • The 12 Principles of Animation

    Covers squash, stretch, anticipation, and the remaining core principles as applied to games. Establishes the visual language used throughout the course.

  • Lesson 2 • Game Animation vs. Film Animation

    Contrasts real-time constraints with pre-rendered workflows. Students understand why interactivity and performance budgets shape every animation decision.

  • Lesson 3 • Animation Software Overview

    Surveys industry-standard 3D animation packages and their core interfaces. Students select appropriate tools for given production contexts.

  • Lesson 4 • The Game Production Pipeline

    Maps the full asset pipeline from concept to engine import. Students locate the animator's role within cross-disciplinary teams.

Chapter 2See details

Rigging and Character Setup

  • Lesson 1 • Forward and Inverse Kinematics

    Explains FK and IK chains and when to use each system. Students set up IK handles for limbs and understand pole vector controls.

  • Lesson 2 • Control Rig and Custom Attributes

    Builds animator-friendly controls with custom attributes and color coding. A clean control rig accelerates animation production in all following chapters.

  • Lesson 3 • Rig Optimization for Real-Time Engines

    Reduces bone count and removes non-deforming nodes before engine export. Students meet typical polygon and joint budgets for mobile and console targets.

  • Lesson 4 • Skinning and Weight Painting

    Covers binding mesh to skeleton and refining vertex weights for clean deformation. Students eliminate pinching and collapsing artifacts.

  • Lesson 5 • Skeleton Hierarchy and Joint Placement

    Teaches anatomically correct joint positioning and parent-child hierarchy logic. Correct placement prevents deformation errors in later animation chapters.

Chapter 3See details

Keyframe Animation Fundamentals

  • Lesson 1 • Facial and Lip-Sync Animation

    Introduces phoneme shapes and emotion-driven facial poses using blend shapes. Students synchronize mouth shapes to dialogue audio tracks.

  • Lesson 2 • Blocking and Pose-to-Pose Method

    Introduces stepped-key blocking to establish strong silhouettes before refining. Students learn to prioritize key poses before adding in-betweens.

  • Lesson 3 • Action and Combat Animations

    Applies anticipation, impact, and recovery arcs to attacks and reactions. Students produce snappy, readable combat clips that feel responsive to player input.

  • Lesson 4 • Locomotion Cycles

    Covers walk, run, and idle cycles with correct weight shift and contact frames. Looping locomotion is the most reused asset type in game projects.

  • Lesson 5 • Graph Editor Mastery

    Teaches curve manipulation to control easing, overshoot, and timing precisely. Students fix common curve errors that cause robotic or floaty motion.

Chapter 4See details

Motion Capture Integration

  • Lesson 1 • Editing and Blending Mocap Clips

    Teaches trimming, layering, and blending multiple mocap takes into seamless sequences. Students combine mocap with keyframe overlays to add stylization.

  • Lesson 2 • Motion Capture Fundamentals

    Explains optical, inertial, and markerless capture technologies and their trade-offs. Students choose the right capture method for a given budget and fidelity requirement.

  • Lesson 3 • Retargeting to Game Skeletons

    Maps source skeleton proportions to target character rigs of different sizes. Students resolve common retargeting errors such as foot sliding and shoulder collapse.

  • Lesson 4 • Data Cleanup and Noise Reduction

    Covers gap filling, noise filtering, and trajectory smoothing on raw mocap data. Clean data prevents artifacts from propagating into the final game build.

Chapter 5See details

Animation State Machines

  • Lesson 1 • Layered Animation and Overrides

    Applies additive and override layers to combine upper-body actions with locomotion. Students implement aim offsets and weapon-equip overlays without duplicating clips.

  • Lesson 2 • Transition Conditions and Interrupts

    Configures exit time, condition priority, and interrupt rules for fluid state changes. Students prevent animation pops caused by abrupt or conflicting transitions.

  • Lesson 3 • Animation Events and Callbacks

    Embeds frame-accurate events in clips to trigger sound, particles, and gameplay code. Students synchronize visual effects with animation contact frames.

  • Lesson 4 • Blend Trees and Locomotion Graphs

    Uses 1D and 2D blend trees to interpolate between directional movement clips. Students create smooth eight-directional locomotion driven by velocity parameters.

  • Lesson 5 • State Machine Concepts

    Defines states, transitions, and parameters as the building blocks of interactive animation. Students map character behaviors to a visual state graph.

Chapter 6See details

Procedural and Physics-Based Animation

  • Lesson 1 • Ragdoll Physics Setup

    Configures rigid bodies and constraints on a character skeleton for death and impact reactions. Students blend between animation and ragdoll states smoothly.

  • Lesson 2 • Procedural Animation Techniques

    Generates motion algorithmically using noise, sine waves, and look-at constraints. Students build breathing, eye-tracking, and environmental sway without keyframes.

  • Lesson 3 • Runtime Inverse Kinematics

    Implements two-bone and FABRIK IK solvers to adapt limbs to uneven terrain at runtime. Students connect IK targets to gameplay data such as surface normals.

  • Lesson 4 • Secondary Motion and Jiggle

    Adds spring-based secondary motion to hair, cloth, and accessories without simulation overhead. Students tune stiffness and damping for believable follow-through.

Chapter 7See details

Animation Optimization and Performance

  • Lesson 1 • Platform-Specific Optimization

    Adapts animation budgets for mobile, console, and PC hardware constraints. Students create platform-specific quality presets within a single project.

  • Lesson 2 • Clip Compression Techniques

    Applies keyframe reduction, curve quantization, and delta compression to shrink clip size. Students balance visual fidelity against memory and streaming budgets.

  • Lesson 3 • Profiling Animation Performance

    Uses engine profiling tools to identify CPU and GPU animation bottlenecks. Students read performance metrics and prioritize optimization targets effectively.

  • Lesson 4 • Culling and Batching Strategies

    Disables off-screen animation updates and batches skinned mesh draw calls. Students reduce wasted CPU cycles on characters outside the player's view.

  • Lesson 5 • Level of Detail for Animation

    Implements animation LOD by reducing bone count and update rate at distance. Students configure LOD thresholds that preserve perceived quality for players.

Chapter 8See details

Advanced Animation Systems and Pipelines

  • Lesson 1 • Shipping and Post-Launch Iteration

    Covers final QA, bug triage, and live-service animation updates after release. Students manage animation patches without breaking existing state machine logic.

  • Lesson 2 • Animation Blueprints and Scripting

    Extends state machines with scripted logic for dynamic parameter updates and custom nodes. Students write clean, maintainable animation code integrated with gameplay systems.

  • Lesson 3 • Pipeline Automation and Tooling

    Builds scripts and editor tools to automate repetitive import, naming, and export tasks. Students reduce manual errors and accelerate iteration across large animation libraries.

  • Lesson 4 • Crowd and NPC Animation Systems

    Scales animation to hundreds of NPCs using instancing, LOD, and shared state machines. Students balance visual variety against performance in dense crowd scenarios.

  • Lesson 5 • Full-Body IK and Pose Matching

    Implements full-body IK solvers and pose-matching algorithms for climbing and vaulting. Students create context-sensitive animations that adapt to arbitrary geometry.

Certification

Your valid completion certificate

This course is for you:

  • 3D modelers ready to specialize in character movement and animation.

  • Indie game developers who need to handle animation work themselves.

  • Film animators wanting to transition into real-time game production.

  • Computer science graduates building games and lacking animation expertise.

  • Hobbyist game creators aiming to produce professional-quality character motion.

  • Junior animators seeking structured training to advance toward studio roles.

What our students say

Your classes are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to switch platforms... I thank you for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the presentation style and video transcription, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast, simple to use. The diversity of content and complementary videos really help with learning.
André Felipe
André FelipePrompt Engineering Student

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