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Motion Capture for Games Production

 

Our Motion Capture for Games service delivers frame - accurate body and facial mocap, cleaned and retargeted to your engine, so your characters move like they were born in-game, not pasted in.

Why specialist mocap

Why Every Gaming Studio Needs Specialist Motion Capture for Games

 

Game characters live or die on movement.

A traversal cycle that reads as floaty, a combat hit that lands a frame late, a facial performance that breaks at 60fps, players feel it instantly, even when they can't name it. Generic mocap built for film rarely survives the jump into a real-time engine, which is exactly why studios search for Motion Capture for Games built for interactive pipelines, not linear ones.

Gaming studios need skeletal data that's clean at the source, retargets onto their rig, and holds up inside Unreal Engine 5 or Unity without a week of manual fixing. That means the right capture volume, a calibrated solve, and an animator who understands game-ready constraints looping, root motion, LODs, and performance budgets.

This is the gap our Motion Capture for Games Studio closes: capture, cleanup, and engine-ready delivery in one pipeline, so your team ships animation instead of repairing it.

The problems we solve

 

The Problems We Solve in Motion Capture for Games Production

 

Most gaming studios don't have a mocap problem, they have a game-ready problem. Data that looked perfect on the stage falls apart the moment it hits the engine. These are the three failures our Motion Capture for Games pipeline is built to prevent.

 

Problem 01

 
 

It breaks at runtime

Film-grade clips ignore engine budgets. They over-sample, drift off the root, and stutter once compression and LODs kick in. We author within your performance envelope from day one.

Problem 03

It breaks at runtime

A mismatched skeleton or bone-naming clash turns a quick import into a retarget nightmare. We deliver to your exact rig spec, including MetaHuman, and validate it in-engine.

Problem 02

Weeks lost to cleanup

Raw capture arrives noisy: foot slide, jitter, popped fingers. Your animators end up rebuilding instead of creating. We solve and stabilise before delivery, so the data lands usable.

What gaming studios get

 
 

What Gaming Studios Get From Our Motion Capture Services for Games

 

01

Engine-ready data

Delivered retargeted and tested in UE5 / Unity, dropping straight onto your rig.

02

40% less cleanup

Solved and de-noised at source, so animators skip the repair pass.

03

Looping + root motion

Cycles authored game-ready: seamless loops, correct root, LOD-safe.

04

Scales with scope

One hero character or a 200-clip library, same calibrated Motion Capture pipeline.

Capabilities & deliverables

Everything game-ready, under one roof.

 
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Full-body + finger capture (optical & markerless)

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Facial / performance capture, ARKit-compatible

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Retarget to custom skeletons & MetaHuman

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Looping cycles, root-motion & in-place variants

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Volume up to 120 m² · multi-actor sessions

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Delivery: FBX, BVH, USD, UE5 / Unity-ready

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Cleanup, stabilisation & LOD optimisation

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NDA, secure delivery & revision rounds included

Under the hood

 

What actually makes capture "game-ready".

 
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"Game-ready" isn't a label, it's a series of deliberate decisions made during the solve, not after. We extract root motion correctly so your character moves through the world instead of sliding across it, lock feet to kill drift, and reduce keyframes so each clip respects your animation memory budget without losing the performance.

Retargeting is where most Motion Capture for Games Development pipelines fail. We map captured motion onto your exact skeleton hierarchy, matching bone names, orientations, and proportions, and test the result inside Unreal Engine 5 (Control Rig) or Unity (Mecanim / Humanoid) before anything leaves the studio. Loops are matched at the pose level so cycles blend cleanly in your state machine, and LOD-aware variants keep distant characters cheap.

The result is data your team can trust on import: correct scale, clean curves, predictable naming, and motion that holds up at 60fps. Less firefighting, more shipping, that's what Motion Capture for Games looks like when it's done right.

Gaming Work From Our Motion Capture Studio

Trusted on real-time productions

What gaming studios get

 
 

How Our Motion Capture for Games Production Works

 

01

Scope & pre-viz

We map your shot list, engine, rig and performance budget before anyone suits up.

02

Capture

 

Optical or markerless capture in our Berlin volume, with on-set review against your reference.

03

Solve & cleanup

 

Data is solved, de-noised and stabilised — feet planted, no jitter, no drift.

04

Retarget & deliver

 

Retargeted to your skeleton and validated in-engine. You receive game-ready files, not raw clips.

Where studios use it

Motion capture across your production

 
 
 

Locomotion & traversal

Walk, run, sprint, climb and jump sets with seamless loops and clean root motion for your locomotion graph.

Combat & weapon handling

Frame-accurate attacks, hits, reloads and reactions that stay readable at high frame rates and fast input.

In-game cinematics

Performance-driven body and facial capture for story beats, cutscenes and scripted sequences.

Facial dialogue

ARKit-compatible facial capture for lip-sync and expression, paired with body in a single session.

Crowd & NPC libraries

High-volume background and idle libraries captured efficiently in our markerless volume.

Previz & prototyping

Fast turnaround capture to test mechanics and camera before committing to full production.

Motion capture for games FAQs

Questions Studios Ask Us

Send us your shot list and engine - we'll scope it and quote within 48 hours.

Everything game-ready, under one roof.

 
 
 
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