I work on a walking ragdoll driven by pure physics simulation, which is one step ahead and much harder than procedural animation, but the thing's i've learned there would be useful to make animation realistic.
Because humans are upright all their motion is dictated by balancing. The COM is very high, and the support polygon is very small, so we end up balancing all the time. The game discussed in the video certainly misses to capture this. (Although i consider it very good - that's progress and interesting, and fun too. Great Work!)
So, balancing works by keeping the center of pressure (COP) inside the support polygon. (Support polygon is the 2D convex hull around the feet, projected to the gravity plane.)
We have control over COP position by ankle torque, but it requires planning ahead and ends up to be a difficult control problem, the equations result in very complex calculus. I've learned some things from robotics papers, but they did not really knew solutions and ended up at approaches that are unable to utilize what's possible, resulting in slow robots, e.g. that cute Honda robot. Exception is Boston Dynamics - they solved this, but they do no longer publicate (they did when it was a university project).
The main problem in practice is: Assume you can not take a step, but you have to move your COM to a target position, e.g. move the pelvis to the right. To do so, at any point you would need to calculate the necessary deacceleration so you are able to stop, which means the COP can bu hold within your right foot. If you accelerate too fast to the right, the contact point that could stop that motion moves outwards the foot. In this moment your COM is till in the support polygon, but tipping over or making a step to keep balanced in the future is already unavoidable, which means you already lost balance.
The most efficient motion you can do at all is to move the COP forth and beck between the edges of your feet. Try swinging your pelvis sideways as quick and wide as possible and observe the forces you apply to the ground from your feet. You see you can not do this very fast, and the forces are big.
So, after you've gone through implementing IK (which is just a necessary detail), you may want to approximate this behavior and add it as a constraint to any procedural target motion, then the result should be realistic. The usual way to do this is to use an inverted pendulum model, which is set up to have equal mass, center of mass, velocities, moment of inertia then the sum over all rigid bodies of the skeleton (if we would talk about physics simulation).
I can not list any resources, sorry, but google for Center Of Pressure, Zero Moment Point and Inverted Pendulum Model.
For now you are probably interested in IK, which is about calculating joint angles to reach target positions with feet and hands, bending spine in curves, looking towards a target... stuff like that.
You will also have to think about the speed and form of motion. What works pretty well is to move with constant acceleration (not constant velocity - that's robotic). Se when grabbing a health pack with the hand, the hand becomes faster as it moves to the midpoint, then starts to slow down and ends up at zero velocity on the target, speaking simplified. (You can model this with matching parabolic curves.)
Good luck!