Animation for Games
Animation in video games is functionally different from film; it must be interactive, responsive, and seamless. This course teaches the specialized workflow of “Game Play Animation.” Students will create looping cycles (Idles, Runs, Attacks) and learn to implement them into a Game Engine (Unity/Unreal). The curriculum covers state machines, blending, and the mechanics of weight and impact required for satisfying player control.
§ 01 By the end you can
- Create seamless, looping animation cycles (Idle, Walk, Run, Sprint)
- Understand the logic of "State Machines" and transition blending
- Master "Attack" and "Hit Reaction" timings for responsive gameplay
- Implement Inverse Kinematics (IK) for foot placement on uneven terrain
- Optimize animations for real-time performance (Bone counts/Compression)
§ 02 Sixteen sessions
The whole semester.
- 01Game vs. Film: The Interactive Difference
- 02The Idle Cycle: "Keep Alive" Mechanics
- 03Locomotion I: The Walk Cycle (In-Place)
- 04Locomotion II: The Run & Sprint
- 05Transitions: Blending Walk to Run
- 06Directional Movement: Strafing
- 07Jumps: Launch, Loop, & Land
- 08 · MidtermMidterm Examination
- 09Combat Animation I: The Attack Swing
- 10Combat Animation II: Anticipation & Impact
- 11Hit Reactions & Death Animations
- 12Exporting to Engine (FBX Pipeline)
- 13Setting up the State Machine (Animator Controller)
- 14Animation Layers & Masking
- 15Debugging & Polishing in Engine
- 16Final Project: Playable Character Set
Midterm around session 8. Final project briefed at session 8 or 9 and developed in stages until the juries.
§ 03 Final project
Final Project: Playable Character Set
Recommended reading
- Game Anim: Video Game Animation Explained by Jonathan Cooper
- Video Game Animation Explained by Jonathan Cooper (2nd Ed)
- Game Character Animation by Paul Steed
- Unity Animation Essentials by Alan Thorn
- The Animator's Survival Kit (Applied to Games) by Richard Williams
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