
Game Animation Course
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.
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
For companies looking to train their team
With Dedika for Business, the course includes exercises and examples tailored to your own business and the way your company needs.
Course Content
8 Chapters • 37 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsFoundations of Game Animation
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 2HideHide detailsSee detailsRigging and Character Setup
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 3HideHide detailsSee detailsKeyframe Animation Fundamentals
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 4HideHide detailsSee detailsMotion Capture Integration
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 5HideHide detailsSee detailsAnimation State Machines
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 6HideHide detailsSee detailsProcedural and Physics-Based Animation
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 7HideHide detailsSee detailsAnimation Optimization and Performance
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 8HideHide detailsSee detailsAdvanced Animation Systems and Pipelines
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.
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...

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