Before I wanted to get into the games industry, I worked at Rokoko, helping the community with technical problems and outlining good practices and workflows. To help with this process I wrote two e-books (first one 35 pages, the second 106)! This was super fun to do and something I still refer back to on occasion, as I am so appreciative to be given the opportunity to make such resources during work-hours.
Contains a very thorough breakdown of the Rokoko-to-Unity workflow, as well as addressing a lot of common challenges I had observed in our community at the time.
An overview of more general theory and how to think about animation production, for use in a game context (i.e. early prototyping, root motion vs scripted movement etc.)