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Introduction to Game Animation

Game Animation Principles

This workshop teaches gameplay animation from a technical and creative perspective using Unreal Engine 5. Topics include state machines, animation systems, locomotion, blendspaces, prop integration, and custom mechanics. Develop a technical mindset, enhance problem-solving skills, and create a gameplay-focused animation demo reel.

11 week access to:

  • Live & Recorded Classes
  • Extra Lectures by Jason Ryan, CineSite Animation Director.
  • Feature Rigs

What to expect in this Workshop


What to expect in this Workshop

Enhance your skills with this workshop, designed to guide you through the intricacies of gameplay animation from both a technical and creative perspective. We’ll dive deep into foundational concepts and then bring them to life by building gameplay systems with Unreal Engine 5—one of the most iconic tools in the industry. Embark on the next stage of your craft, where you’ll learn to use animation as a powerful tool to enhance gameplay.

Week-by-Week Topic

WEEK 1: ​Introduction to State Machines and Animation Systems

Kick off by diving into animation fundamentals, covering state machines and core animation systems used in game development.

WEEK 2:​ Getting Ready in Unreal

Set up your Unreal Engine environment, preparing the tools and resources needed for gameplay animation.

WEEK 3: INTRODUCTION TO BODY MECHANICS PART 1

Body Mechanics is arguably one of the most important concepts an animator needs to learn. To master body mechanics, is to deeply understand how and why a character moves the way it does and touches on a wide variety of topics including physics and anatomy. We'll discuss the most important poses to consider when dealing with a character action like a jump.

Assignment: The Hop Block- This intro to body mechanics assignment uses a highly simplified rig so we can focus on the core concepts without getting distracted by too many extra details. We'll use this simple rig to animate a basic hop. This hop assignment is broken down into two parts. This first part requires you to shoot your own reference, identify the core poses and recreate the poses using the rig in Maya. Feedback will then be given on the blocked out poses before polishing the animation.

WEEK 4: INTRODUCTION TO BODY MECHANICS PART 2

A continuation of Part 1.

Assignment: The Hop Polish- As a continuation to Part 1, we'll now get into breaking the animation down with more poses, spending some time in the graph editor to control the interpolation between the poses and then polish things off with adding overlapping action and other final details.

WEEK 5: INTRO TO GAME ANIMATION

We'll discuss game animation at a high level and where/how it fits into a game production as a whole. We'll be using Unreal Engine 5, so we'll also take a high level tour of the interface and core concepts like BluePrints. We'll be looking at the concept of "idle" animations and why it's so important to start with them when developing a game character.

Assignment: Game Idle - Our first assignment will be to come up with an idle pose and animation for our Lisa character and integrate it into our game project.

WEEK 6: RUN CYCLES

The next logical feature to add to our character is a run. We'll discuss core concepts regarding run cycles and how they are typically implemented into a game.

Assignment Game Run Cycle- after creating a rough version of our run cycle, we'll get it integrated into the game project.

WEEK 7: JUMPS

To fill out the core feature set of our character, we'll need a jump. We'll use only poses for this one as a means to introduce everyone to the concept of "procedural animation" inside of a game engine.

Assignment: Game Jump - animate and integrate a jump in our game project.

WEEK 8: ADDING NEW FEATURES

Now that we have some basic actions our character can do (eg idle, run around and jump) it's time to add something from scratch. We'll build out a dodge roll feature using both the Character and Animation Blueprints in Unreal Engine.

Assignment: Game Action (Dodge Roll)- we'll need to find some good reference to breakdown and animate a combat roll and integrate it into our game projects.

WEEK 9: VOTE ON A NEW FEATURE PART 1

The class will vote on a handful of possible animation related features for our game project. The winning vote will require homework for the week and we'll cover how to integrate the feature the following week.

Assignment: New Feature 1 - To be voted on.

WEEK 10: VOTE ON A NEW FEATURE PART 2

The class will vote again on the next new feature to be added to the game project.

Assignment: New Feature 2 - To be voted on.

WEEK 11: ANIMATION POLISH
We'll take a look at our game projects and discuss areas that could use some polish. There will a focus on revisiting the run cycles in our game and talk about ways we can improve the look and feel through both animation data polish in Maya AND implementing additional features in Unreal (eg. leaning while running and turning).
WRAP UP
Class discussion on next steps and an encouragement to continue developing their engine skills as it is a sure way to stand out amongst the competition when looking for a job as an animator at a game studio.

Workshop Instructor

Next Workshops start January 6, 2025

Price Per Workshop: $1,698

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