Gaming 3.0 – Battle Sequences by David Lam
Duration:11 weeks
Actual Duration:35h 38m
Release date:2020
Publisher:iAnimate
Skill level:Advanced
Language:English
Exercise files:Yes
Software:Unity
Course URL:https://ianimate.net/game-animation-3
This workshop is built around a real games production pipeline. You’ll focus on game animation techniques like timing, body mechanics, posing, and player reactions. The goal is to create interactive battles and cinematics that feel responsive and can be integrated into engines like Unity.
🎯 What you’ll learn
- Create interactive battle sequences and takedowns
- Master camera theory, pre-visualization, and storyboarding
- Build cinematic sequences with multiple characters
- Apply animation principles for responsive player reactions
- Integrate animations into a game engine pipeline
✅ Requirements
- Skills: Solid understanding of animation principles and game animation fundamentals
- Tools: Autodesk Maya or equivalent 3D software, Unity
- Hardware: Dedicated GPU, 16GB+ RAM
📝 Description
This isn’t a theory-heavy lecture series. The Elite Games Workshop is built around live talks, demos, and assignments that mimic a real game studio environment. You’ll focus on pushing the communication and connection in your animation—mastering timing and rhythm, learning to embellish and polish, and bringing personality to dynamic actions like combat and takedowns.
The course emphasizes making player reactions feel seamless, believable, and responsive. You’ll also get extra lectures from Jason Ryan, CineSite Animation Director, and access to feature-quality rigs. By the end, you’ll have a demo-reel-ready sequence that shows you can handle a full production pipeline.
🧑🎓 Who this course is for
- Experienced game animators looking to level up their combat and cinematic skills
- Animators wanting to understand the full pipeline from storyboard to engine integration
- Professionals aiming to build a stronger demo reel with high-quality battle sequences
🧑🏫 About the Author
David Lam is a seasoned game animation instructor at iAnimate. He brings years of industry experience in creating responsive, performance-driven animations for interactive media. His teaching focuses on practical, production-ready techniques that help animators bridge the gap between theory and real-world game development.
🏁 Final Result
- A polished, demo-reel-ready battle sequence featuring multiple characters, cinematic camera work, and responsive gameplay animation.
📢 Guys, this is a Group Buy campaign, check the GBC forum thread to get access
You can find the course preview in the download section below.

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