Mobile Game Animation Training
Build practical skills in character animation and game asset creation. Our autumn 2025 program focuses on production techniques studios actually use.
Apply for September 2025
Three Learning Paths
Choose the track that matches where you are right now. You can switch between paths during the first month if your goals shift.
Foundation Track
Start with basic principles if you're completely new to animation. We cover timing, spacing, and how characters move believably in mobile environments.
- Animation fundamentals workshop
- Mobile optimization basics
- Character rigging introduction
- Portfolio development support
Production Track
For those with some animation background. Focus on production pipelines and creating assets that perform well on mobile hardware.
- Advanced rigging techniques
- Performance optimization methods
- Team workflow practices
- Industry mentor sessions
Specialty Track
Deep work on VFX, UI animation, or technical art. Best for animators looking to add specific mobile game skills.
- Shader basics for animators
- Particle system design
- UI motion patterns
- Technical documentation
What You Actually Work On
Weeks 1-4: Core Animation
Walk cycles, jumps, combat moves. Everything gets tested on actual devices to see how performance changes across Android and iOS hardware.
Weeks 5-9: Production Pipeline
Working with Unity and sprite sheets. Version control with Git. How to handle feedback from programmers and keep animations looking good after technical constraints.
Weeks 10-12: Real Project Work
Teams of four build a playable game segment. You handle all animation assets while working with designers and a technical lead. Similar to how small studios operate.
Final Month: Portfolio Polish
Clean up your best work. Record gameplay clips. Write documentation that shows your process. We help you present everything in a way that makes sense to hiring managers.

Who Teaches the Program
Both instructors worked on shipped mobile titles before teaching. They know what actually matters when you're trying to get animations done on schedule and within memory budgets.

Bastian Mueller
Lead AnimatorSpent six years at a mid-size studio working on action RPGs. His animations shipped in three different mobile games with over 2 million downloads combined.
Specializes in combat animation and mobile performance
Isla Bergström
Technical Animation LeadStarted as a character animator, moved into technical roles. Built rigging systems and optimization tools for cross-platform mobile releases at two different companies.
Focus on pipeline tools and technical workflows