Character Animation Program Starting July 2026

We've spent years building this course around what actually works in production studios. Not theory. Not guesswork. Just the skills that get you hired and keep you productive when deadlines hit. Our twelve-month program gives you real portfolio pieces and mentorship from people who've shipped games you've probably played.

Reserve Your Spot
Isak Sørensen teaching character rigging techniques

Isak Sørensen

Technical Animation Lead

Spent eight years at Ubisoft working on facial rigs and procedural animation systems. He gets frustrated when tutorials skip the messy parts, so he doesn't.

Livia Tănase demonstrating motion capture cleanup

Livia Tănase

Senior Character Animator

Previously at CD Projekt, where she animated creatures that needed to feel both alien and believable. She's particular about weight distribution and timing.

Learn From People Who Actually Do This Work

Our instructors aren't just teachers. Isak still consults on rigging pipelines. Livia just wrapped on an unannounced RPG. They know what's changed in the industry because they're still in it.

Class sizes stay small—never more than fourteen students per cohort. You'll get direct feedback on your work, not automated responses or generic comments. When something isn't working in your animation, they'll hop on a call and walk through it with you.

We schedule weekly one-on-one reviews throughout the program. Students tell us this is where the actual learning happens—when you can ask the dumb questions and get real answers without worrying about looking lost in front of everyone else.

What You'll Actually Build

Three production-ready portfolio pieces across twelve months. Each one tackles a different challenge studios care about: stylized character work, realistic human motion, and creature animation.

Months 1-4

Foundation & Stylized Character

We start with the basics—not because we love theory, but because rushing past fundamentals means rebuilding everything later. You'll model and rig a stylized character, then animate a full action sequence.

Maya Basics Topology Joint Placement Weight Painting
Months 5-8

Realistic Human Motion

This is where most students struggle—making humans move like actual humans. We cover mocap cleanup, hand-keyed walk cycles, facial animation, and why reference footage matters more than you think.

Motion Capture Facial Rigging Performance Timing
Months 9-12

Creature Animation & Portfolio

Create something that doesn't exist in real life but still needs to feel grounded. You'll design anatomy, build a rig from scratch, and animate behaviors that show problem-solving skills studios actually want.

Anatomy Design Advanced Rigging Locomotion Polish
Student working on detailed character model with visible topology wireframe