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Creature Animation for Games: Volume 2
Workshop

Creature Animation for Games: Volume 2

A Workshop
by Ali Pournassari

Boss Combat Animation in Maya With Ali Pournassari

intermediate
4h 54m
8 Lessons
A Workshop
by Ali Pournassari
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The creature fights back. Volume 2 picks up where Volume 1 left off: same creature, same rig, same weight, but this time, Ali Pournassari shows how to build a full combat animation set, including two attacks, a pain reaction, and death. 


Working with motion capture in Maya, Ali shows how every animation is taken from raw mocap data through retargeting, Graph Editor cleanup, blocking, breakdown, and polish. He explains the thinking behind every decision made throughout the process. Ali stresses that the goal isn't always to create the most beautiful animation; it's to build a system that works, feels responsive, and gives the player the highest level of feedback. Game animation always lands better when well-crafted animation meets responsiveness, so artists should keep that balance in mind throughout this 5-hour workshop.


Starting with the attack, Ali demonstrates how to take rough motion capture and polish it as far as time allows. From there, he moves into animating the pain reaction, which he says is one of the most satisfying animations to get right. This animation clearly signals to the player that their effort and strategy are paying off. He then finishes the Maya section with a death animation, the final reward. When this is done well, death gives the player a genuine moment to appreciate the encounter they just survived.


As the final step, Ali moves everything built in Maya into Unity. This is not intended as a deep dive into engine work, but offers a way for artists to review animations in a real 3D space and get an honest sense of how the character behaves and feels in an actual game environment.


This workshop is aimed at animators with a foundation in Maya and some character animation experience. Completing Volume 1 is strongly recommended, as this second volume builds directly on the movement set previously established. By completing both workshops, artists will have a complete boss-combat set built to production standards, a clear understanding of how combat animation serves gameplay, and a finished two-volume creature that goes from first breath to final collapse.


This workshop features Kiel Figgins’ 3D Dinozilla Anim Rig model.

8 Lessons

01IntroductionFree

Ali Pournassari kicks off Volume 2 by gathering references and planning the full combat set before a single key is set. He looks at each animation's goal, how it serves the encounter as a whole, and he lays out a clear direction for everything he’ll build throughout this volume.

Duration: 4m 48s

Introduction
02Attack: Part 1

In this second lesson, Ali breaks the ground slam into sections, focusing on establishing the attack's overall feel and direction. He works through the first part of the animation to get a clear sense of how it reads, and discusses how early decisions will directly inform where things progress in Attack: Part 2.

Duration: 57m 58s

Attack: Part 1
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03Attack: Part 2

In Part 2, Ali pushes the ground slam through breakdown and into a full polish pass, covering impact, follow-through, and the all-important recovery window. His goal is to take the attack as far as time allows, making sure every phase reads clearly to the player and lands at a solid, production-ready result by the end of the chapter.

Duration: 1h 8m 21s

Attack: Part 2
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04Pain Reaction

This lesson focuses on building the pain reaction from raw mocap all the way through to a polished result. Ali covers what this animation communicates, including hit confirmation, a brief moment of vulnerability, and a return to threat. He also explains how to make it read clearly and convincingly at a gameplay distance in under a second.

Duration: 43m 51s

Pain Reaction
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05Death Animation: Part 1

Ali begins the death animation by working through the kneel and the tipping point of the fall toward the ground. In this first part, he focuses on the staged collapse and how mass arrives in sequence, one body part at a time. “Fewer, bigger, slower” is the core discipline that Ali follows to make a death animation feel genuinely heavy, committed, and earned.

Duration: 56m 45s

Death Animation: Part 1
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06Death Animation: Part 2

Ali finishes the death animation in Part 2. This lesson focuses on the chest, arms, and head arriving at the ground, followed by the final settle and hold. He makes a full polish pass to make sure every beat reads as final rather than paused or interrupted. The creature's last moment is taken all the way to a complete, satisfying, and production-ready result.

Duration: 55m 27s

Death Animation: Part 2
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07Unity Showcase

In this lesson, Ali takes all the animations from Volumes 1 and 2 to show them running live in Unity. The player moves around the boss while it tracks, turns, and attacks in real time. While this is not a Unity tutorial, it does offer a genuine look at how everything built comes together, feels responsive, and lands as a complete encounter inside an actual game environment.

Duration: 6m 24s

Unity Showcase
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08Recap & Final Message

Ali closes his 2-part workshop series by looking back at everything created across both volumes, from the first idle to the final death. A moment to reflect on the craft, the thinking behind every decision, and what artists can carry forward into their own creature animation projects.

Duration: 33s

Recap & Final Message
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Primary tools

For this workshop you’ll need:

Maya
Unity

* Note that these programs and materials will not be supplied with the course.

Skills Covered

Who’s this Workshop for?

This workshop is aimed at animators who have a working knowledge of Maya and a solid foundation in character animation. Completing Volume 1 is strongly recommended, as Volume 2 builds directly on the movement set established there. That said, anyone interested in creature or game animation will find value in the production thinking and workflow covered throughout.


Intermediate animators will benefit most from Ali’s craft-focused approach and the full pipeline from raw mocap to polished result. Experienced animators will find value in seeing how combat animation is approached from a gameplay and systems perspective — not just making something look good, but making it feel right in a real game context.

Learning Outcomes

By completing this workshop, artists will understand how to use Maya to create a full combat animation set for boss-level creatures in AAA games. 


Key skills include:


  • How to take raw motion capture data and shape it into a polished, production-ready combat animation 
  • How to approach a full-body ground slam with proper timing, impact, and recovery
  • How to animate a pain reaction that confirms a hit without undermining the creature's threat 
  • How to build a staged death that sells the weight and mass of a large creature convincingly
  • How to evaluate combat animations the way a player experiences them at gameplay distance
  • How to view the animation set in Unity and see it function as a real encounter


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Workshop
Creature Animation for Games: Volume 2
Boss Combat Animation in Maya With Ali Pournassari
A Workshop by Ali PournassariSenior Gameplay Animator
intermediate
4h 54m
8 Lessons
Instructor Ali PournassariSenior Gameplay Animator

Ali Pournassari is a gameplay animator with over a decade of experience across the games and film industries, focusing on character and creature animation. He has spent a significant part of his career working on enemy NPCs and boss creatures for AAA titles, and brings that same passion for the craft to his own indie projects and animation tools. His credits include Call of Duty: Black Ops 6 and Black Ops 7's Zombies.

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  • Ali is an animator with vast experience in the arenas of feature film, VFX, as well as game development. Ali's skill set centers around character animation of various styles, amongst other merits of communication and collaboration. Through a passion for teaching, he serves to deliver the wealth of knowledge he's accrued throughout his prosperous career.

    - Dave Blais
    Senior Animator at Walt Disney Animation Studios

  • I wholeheartedly recommend Ali Pournassari for any animation-related project or position. He is an exceptional talent in the field of animation, consistently delivering outstanding work with a strong work ethic. His passion for animation is evident in the exceptional results he is consistently producing.

    - Richard A. Forero Dominguez
    Senior Animator at Frame Machine

  • Ali is an excellent character animator and an experienced professional, having worked for many years in feature films and games. Whilst being a talented artist and a skilled communicator, his personable and generous nature makes him uniquely skilled as a teacher.

    - Nicholas Georgeou
    Lead Animator at DNEG Animation

  • I wholeheartedly recommend Ali Pournassari for any animation-related project or position. He is an exceptional talent in the field of animation, consistently delivering outstanding work with a strong work ethic. His passion for animation is evident in the exceptional results he is consistently producing.

    - Richard A. Forero Domínguez
    Freelance Senior Character Animator at Essential Studio

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