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.

-
Full-body + finger capture (optical & markerless)
-
Facial / performance capture, ARKit-compatible
-
Retarget to custom skeletons & MetaHuman
-
Looping cycles, root-motion & in-place variants
-
Volume up to 120 m² · multi-actor sessions
-
Delivery: FBX, BVH, USD, UE5 / Unity-ready
-
Cleanup, stabilisation & LOD optimisation
-
NDA, secure delivery & revision rounds included
Under the hood
What actually makes capture "game-ready".

"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.
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.
.png)













