The dynamic posing blueprint for game animators. How to take real reference and push it into poses with weight, clarity and appeal — in minutes, not hours.
Same reference. Pushed. This is what the course teaches you to do on every key.
Ends Friday, October 16 · 11:59 PM Eastern Standard Time
Dear Animator,
If your animations lack weight and appeal — if your characters look like they’re floating underwater after you’ve stared at them for a day or two — the problem probably isn’t your motion.
You’re not alone in this. I struggled with it for years. But the fix is simpler than you think, and once you see it, you can’t unsee it.
Most animation schools focus on the motion part of animation. That’s why the bouncing ball comes first in every program.
Movement matters. But it’s easy to fall into the trap of fiddling with your curves for hours — or worse, forgetting you’re animating a real character and ending up animating a lifeless rig.
Back in my student days, I fell into exactly that trap. I was moving things around for motion’s sake.
Then my mentor pointed out the flaw. He told me to stop thinking about the movement and focus on the posing. And then he added something I’ve never forgotten:
Whenever I get stuck, I still ask myself that question like a mantra: would I want this pose on my desk? If the answer is no, I keep working until it is. If it’s yes, I move on — until every key reads and holds up from every angle.
The best animators in the world work this way. Pause any frame of a Pixar or Disney film and you’ll find a pose crafted for the audience, telling you something about the character.
I call these Pushed Poses.
If I copy this pose straight from the reference, I end up with something bland. Copying reference is the most common mistake that kills the appeal of your animation.
Push the main flow line into a harder “S” and the pose comes alive — in a few minutes of work.
Yes. I want that on my desk.
Here’s another one. In the reference, the back arm barely reads — and an unclear pose is a pose the player has to work to understand.
Push the secondary flow lines — the arms — and the pose becomes clear, readable, and easier to look at.
See how easy that is once you know what to look for? You can add this to your workflow today and apply it to any character. No more bland, weak, floaty poses.
Now — what if I told you there are dozens more of these? Small tricks of the trade I’ve used every day as a professional animator, every time I sit down to work.
That’s what this course is.
Ends Friday, October 16 · 11:59 PM Eastern Standard Time
I’ve spent over ten years animating in AAA — The Last of Us Part II, The Callisto Protocol, Marvel’s Avengers, and the Tomb Raider series.
Every pose shipped in those games had to read instantly, from a camera I didn’t control, for a player who wasn’t going to pause and study it. This course is the system I use to make that happen.
The Dynamic Posing Blueprint for Game Animators
A systematic way to pose game animation — not by instinct and luck, but by a process you can repeat on every key.
This isn’t another animation tutorial. Most courses teach animation and treat posing as a side note. I found that posing is the missing gap in appealing animation, so this course teaches only that.
Ends Friday, October 16 · 11:59 PM Eastern Standard Time
“Most animation courses teach you about what to avoid when posing, and very few explain to you how to craft something appealing. I’ve been in constant look for ways to improve my posing — reading comics, drawing life action, studying martial arts and actors references. This is the first time I felt a source contains everything (and more, the material goes deep) in one package. When it comes to posing, Push That Pose has been without any doubt the most influential source so far.”
Felix Alonso Diaz · Animator“As a professional animator, I am always looking for new knowledge or workflows to keep me inspired and to keep honing my craft. I have always been leaning on my instincts when it comes to poses, but Stefan offers you a very nice and more methodical way of approaching posing, with a bag of knowledge of how this can be applied to game animation. Highly recommended!”
Remi Tjon Ajong · Animator“One big issue that I commonly face is understanding what choices I need to make to improve on the poses that I have. Stefan does a great job of breaking down the steps to create more dynamic and readable poses. For me, it’s much easier to tone down a really clear, strong pose rather than pushing a really unclear, weak pose. I believe any animator would benefit from this course, and not just game animators.”
Lacvien Tranvu · Animator“I learned a lot on this course. Before, I considered getting a book, but this is a practical approach with real-life references and studies that you’ll see inside 3D software. Stefan did a really great job in breaking down the topic and concept in the simplest form. I can’t recommend this enough. Definitely worth it!”
Rex Joshua · Verified buyer“Since I started my animation journey, I usually ran into the common mistake of copying every single frame of my animations. This course will give you solid advice on how to push your key poses and how to extract sharp data out of your video reference.”
Batoryk Vasyl · Animator“With this course, Stefan has done an incredible job reinforcing positive practices that every animator should use in their workflow. I was reminded of methods I had neglected and will, from this moment forward, be making a point to follow his words to make my workflow faster and more efficient!”
Nick Feretich · Animator“Push That Pose improved my posing mindset and opened my eyes to mistakes I have always made.”
Khaled Mohamed Fouad · AnimatorYou’ll need basic familiarity with any 3D software. The principles also carry into 2D, stop motion and traditional animation.
Push That Pose is $127 — full course, all five modules, bonus lectures included.
Push That Pose is $127. For the next five days, through this page, it’s $67 — full course, all five modules, bonus lectures included.
On Friday, October 16 at 11:59 PM Eastern Standard Time it goes back to $127. No extensions.
Ends Friday, October 16 · 11:59 PM Eastern Standard Time
Until Friday, October 16 at 11:59 PM Eastern Standard Time. After that it’s back to $127.
Any 3D package you’re comfortable in. I demonstrate in Maya, but the principles aren’t software-specific.
You’ll need basic familiarity with a 3D program. Beyond that, the course breaks things down simply — one reviewer called it “an underrated guide for beginners like me.”
It’s built around game animation, but the principles carry straight into film, 2D, stop motion and traditional work.
Yes — email me at gameanimatoracademy@gmail.com.
Find the confidence to animate anything, without worrying about where to start.
Ends Friday, October 16 · 11:59 PM Eastern Standard Time
See you on the other side.
— Stefan
P.S. Next time you finish a pose, ask yourself the question my mentor gave me: would I want this on my desk? If the honest answer is no, this course is how you get to yes — on every key, from every angle. And until Friday night, it’s $67 instead of $127.