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Introduction to Technical Animation for Games using Unreal Engine

Character Animation Techniques using Maya & Unreal with Taylor Whitsett

Description

This Unreal Engine workshop offers a comprehensive introduction to building gameplay-ready character animation systems in UE5. Taylor Whitsett focuses on the technical animator’s role in integrating animation with gameplay, following a realistic, production-oriented workflow used in modern game development. His lessons are intended for beginner to intermediate artists, animators, and technical artists, with at least a foundational level of navigating Unreal Engine 5. Knowledge of basic core 3D principles is recommended.


Over the course of 5 hours, Taylor covers the requirements for runtime animation assets, including skeletal meshes and rigs, character configuration, player gameplay systems, and animation blueprint logic. Topics include blend spaces, aim offsets, animation montages, root motion, combo systems using animation notifies, and animation retargeting with Unreal’s IK Rig and IK Retargeter systems. Other topics covered include: Unreal’s Enhanced Input System, camera setup, character movement logic, and best practices for scalable, data-driven animation systems.


Experience and knowledge about common pitfalls, debugging systems, structuring logic, and blueprints for growth and feature iteration are shared throughout. By the end of the workshop, artists should expect to have built a fully playable character with locomotion, aiming, melee combos, and retargeted animations, along with a clear understanding of how Unreal’s animation and gameplay systems interact.


Project files provided with this workshop include the Nyra mesh and accompanying weapon props for retargeting. The royalty-free gun model utilized by Taylor is available from CGTrader. The workshop also features several free asset packs from the FAB Marketplace.


Duration: 5h 15m

Format: HD 1920x1080

Taylor Whitsett

Senior Technical Animator

Taylor Whitsett is a senior technical animator and character rigging specialist with over a decade of experience in the games industry, including many years at Respawn Entertainment. He has experience across a wide spectrum of game projects and interactive platforms. 


He began his career in the games industry after graduating from Gnomon, initially working as an animator before evolving his focus to character rigging, technical animation, and pipeline tooling. Over the course of his career, Taylor has applied his skills to numerous indie and AAA titles spanning PC, console, mobile, and VR platforms, with credits on projects such as Walking Dead: Saints & Sinners, PWND, Archangel, Paladins, Rival: Crimson x Chaos, and Medal of Honor: Above and Beyond.


Known for his ability to bridge animation and technical systems, he creates production‑ready rigs and tools that streamline workflows and optimize creative processes. Taylor remains active in the game animation community, sharing knowledge and techniques that support animators and riggers working in real‑time game production.


  • Taylor's great at making our tools animator-friendly. He works hard at streamlining our workflow and that's always appreciated.

    - Derek Esparza
    Principle Animation Designer at Respawn Entertainment