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Gaming 3.0 – Battle Sequences by David Lam

Gaming 3.0 – Battle Sequences by David Lam

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Author: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

Learn to create responsive, cinematic battle sequences for games by working through a production-style pipeline with live demos and reviews.

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.
Curriculum

📋 Course content

  1. Week 1:  Takedowns, IGC, & Choreography
  2. Week 2:  Camera Theory, Pre-Viz, and Storyboards
  3. Week 3:  Camera Cuts, Camera Demo and Pre-Viz
  4. Week 4:  Sequence Workflow
  5. Week 5:  Pipeline Process and 2Up Reference
  6. Week 6:  Performance Theory, Animation Approach, Animation Principles
  7. Week 7:  Animation Principles
  8. Week 8:  Live Action Reference
  9. Week 9:  Multiple Characters and Sequence Workflow Part 2
  10. Week 10:  Camera Theory Part 2
  11. Week 11:  Demo Reel & Q&A

📢 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.

Watch online or Download for Free
Gaming 3.0 – Battle Sequences by David Lam
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Project Lune
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Week 01
4.7 MB5m
iAnimate Gaming 3.0 – Week 01
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iAnimate Gaming 3.0 – Week 01 Critique
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Week 02
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iAnimate Gaming 3.0 – Week 02 Critique
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Week 03
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iAnimate Gaming 3.0 – Week 03
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iAnimate Gaming 3.0 – Week 03 Critique
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Week 11
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iAnimate Gaming 3.0 – Week 11
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iAnimate Gaming 3.0 – Week 11 Critique
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