Assassin's Creed Odyssey

General Information

The aim of this animation course is to provide the students with solid knowledge of the tasks of the video game animator, working on the types of animations that make up the control system of a character and their integration into the engine of the game (Unreal).

We will introduce the students to locomotion and combat animation and they will acquire the skills required to create this type of animation, giving them maximum appeal and abiding by the real requirements of the game designer. During the course we will also witness an approximation to the bases for the process of rigging a character, using the standard HUMANIK system.

We will familiarise ourselves with the specificities of work with Motion Capture and non-destructive and non-linear animation techniques.

Finally, we will cover the functioning and creation of animation systems in a game engine in depth. Globally speaking, upon completion of this specialisation, the students will have the knowledge and reel material required to work in any video game studio.

Who is the course designed for?

As it is an advanced animation course, the profile of the student is required to include basic/intermediate knowledge of animation.

The skills acquired during the course will enable the students to work in the video game industry and in animation and FX companies for the cinema, TV and audiovisual productions.

Teaching Staff

The teaching of the course is provided by Jordi Balfegó – Senior Cinematics Animator (Ubisoft).

Trained as a Software Engineer at the Polytechnic University of Catalonia, he has more than 15 years’ experience in animation in the entertainment industry (Video Games, Cinema CG), where he has worked on international AAA game prize-winners (E3, BAFTA, etc.) such as the Assassin’s Creed saga, Tom Clancy’s Ghost Recon, etc. and in the audiovisual field at the El Ranchito visual effects company in the film entitled A Monster Calls (J.A. Bayona) and in Game of Thrones, among others.


The course syllabus is divided into the following parts:

Basics of animation for video games.
The 3Cs (character, controls, camera)
Posing and personality in video games.
Advanced body mechanics: locomotion animation.
Combat animation in video games.
Introduction to rigging with Humanik.
Work techniques with motion capture.
Introduction to Game Engines.
Animation systems.
Demo reel of the video game animator.

Calendar and timetable

Start date: January 2021

End date: May 2021

Class timetable: Fridays from 4:00 pm to 8:00 pm

Total class hours: Approximately 64 hours (additional hours will be required to complete the projects outside class hours).