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Motion Capture for Gaming Studios


Bring believable movement and expressive performances into your game. Mimic Productions provides body and facial motion capture, data solving and animation cleanup from our Berlin studio, with delivery planned around your characters and production pipeline.

PERFORMANCE CAPTURE / BERLIN

Built around the way your game moves

A convincing game character needs more than a recognisable silhouette. Players notice the weight of a landing, the rhythm of a turn and the hesitation before a line of dialogue. Motion capture gives your animation team a performance-based foundation for those details, whether you are building playable movement, a cinematic sequence or a library of character actions.

Mimic Productions combines body and facial capture with motion processing and animation services. Our Berlin team works across character creation, rigging and animation, helping connect the capture session to the digital character that will use the data. Optical and inertial capture options support different production requirements, while facial capture can record the expression and timing that make close-up performances convincing.

Production challenges

A clearer path from capture to character

A useful performance needs a clear production brief. We plan capture and animation around your character assets, movement requirements and delivery scope.

01

Movement lacks weight

Capture an actor’s balance and timing as the foundation for believable movement. Refine the recorded performance around your character’s proportions and the visual style of your game.

03

Delivery needs clarity

Agree on skeletons, file formats and the responsibilities for engine import before recording. Early technical discussion helps reduce surprises when animation reaches your team.

02

Cleanup needs planning

Mimic offers motion solving, editing and animation cleanup. Define the work and review stages in the quote so capture and post-production follow one agreed scope.

What your studio gets

Capture services shaped around your production

01

Body performance

Optical and inertial options for physical action, character movement and coordinated performances.

02

Facial expression

Head-mounted facial capture for the timing and expression behind convincing character-led scenes.

03

Motion libraries

Plan looped animations and action libraries around your game’s movement requirements.

04

Defined deliverables

Specify capture, cleanup, file formats and review rounds before the session begins.

Capabilities & deliverables

One team across capture and animation

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- Optical body motion capture. Plan the session around action references and performance requirements.

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- Head-mounted facial capture. Identify the expressions and close-up detail required by the performance.

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- Inertial capture options. Plan the session around action references and performance requirements.

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- Motion solving and editing. Agree the required refinement and the checkpoints for reviewing movement.

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- Animation cleanup. Agree the required refinement and the checkpoints for reviewing movement.

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- Looped animations and motion libraries. Define repeated actions, transitions and the desired character behaviour.

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- Character rigging support. Review proportions, range of movement and the animation handoff.

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- Delivery in agreed formats including FBX. Confirm the receiving pipeline, file requirements and review responsibilities.

From performance to character

Make the capture useful to your animation team

A recorded take is the beginning of a character animation workflow. The intended use of the movement determines what needs to happen next, from solving and cleanup to character adaptation and delivery.

Share your rig, character proportions and examples of the actions you need. Walk cycles, physical interactions and cinematic dialogue bring different requirements, so a clear animation list helps the team plan the recording session and subsequent work.

Mimic combines body and facial capture with rigging and animation experience. We can discuss these services together or support a defined part of your pipeline. Delivery formats and the division of responsibility for retargeting, engine import and implementation should be agreed in advance.

For gaming projects, planning starts with the intended use of each take. A looping walk cycle, a combat reaction and a scripted conversation have different requirements. Your animation brief should define character proportions, interaction points, movement constraints and the expected delivery format before recording begins. This creates a clearer basis for capture, cleanup and review.

Tell us what your team needs to produce, which assets are ready and where you need support. We can discuss capture, processing and animation as a connected scope or as individual production services.

Prepare an action list with references for timing, contact points and character proportions. Identify continuous performances, repeated cycles and facial requirements separately, then agree how takes will be reviewed and which cleanup or animation work belongs in the delivery scope. For games, distinguish playable actions, cinematic sequences and promotional assets, because each is reviewed in a different context.

Explore our Motion Capture services and Gaming production.

Related production services: 3D Animation for Gaming · Character Rigging for Gaming · Motion Capture for XR.

Selected gaming experience

Characters and performances for game worlds

How we work

From brief to animation delivery

01

Plan the brief


Share your animation list, character assets, target engine and deadline. Agree the capture approach and delivery scope.

02

Capture the performance


Record planned actions with performer direction and reference video, reviewing takes against the creative brief.

03

Solve and refine


Process the recorded movement and complete the agreed animation cleanup and character adaptation.

04

Review and deliver


Review the animation and deliver in agreed formats. Confirm retargeting and engine implementation responsibilities.

Frequently asked questions

Questions studios ask us

What does motion capture for a game cost?


Cost depends on the number and complexity of actions, performers, recording time and post-production work. Send an animation list, delivery deadline and available character assets so we can scope the work and prepare a project-specific quote.

Can you deliver animation for Unreal Engine or Unity?


Mimic’s gaming work supports major game-engine workflows, and motion data can be delivered in formats such as FBX. Your skeleton, rig and import requirements should be reviewed first. Exported animation still needs appropriate retargeting and testing within your game.

Can body and facial performances be captured together?


Yes. Mimic’s head-mounted facial cameras can be used alongside optical body capture. Whether simultaneous capture is appropriate depends on the scene, performer interactions and the facial animation workflow you plan to use.

Do you provide animation cleanup?


Yes. Mimic offers motion solving, editing and animation services as well as capture. The quote should specify the required cleanup, character adaptation and review rounds, so the final deliverables match your team’s expectations.

Can you create loops and movement libraries?


Mimic’s gaming services include looped animations and motion libraries. Provide the action list and requirements for transitions, root movement and character behaviour. These details help determine which actions should be recorded and how they should be processed.

What should we send before requesting a quote?


Share your game style, animation list, number of characters, rig status, target engine, preferred delivery format and deadline. Reference clips or a storyboard are useful. Mention whether you need performers, facial capture or additional animation support.


Frequently asked questions

Questions studios ask us

Send us your animation brief and production timeline. We’ll discuss the capture approach, required assets and delivery scope with your team.

Let’s plan your next character performance

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