Services
Animation
Character, creature and camera work in both 2D and 3D. We approve the performance at blocking, before anything is lit or cleaned up, because a beautiful shot with the wrong acting in it is still the wrong shot.
What we make
Everything an animation brief can include
Cinematics and cutscenes
Story sequences with camera, staging and performance, delivered as rendered video or assembled in your engine as a playable sequence.
Gameplay animation
Locomotion sets, combat, traversal and reaction states — built to your root-motion rules, frame budgets and blend requirements.
3D character and creature performance
Acting shots with weight and readable silhouettes, from bipeds to quadrupeds to things with the wrong number of legs.
2D animation
Frame-by-frame where the performance is the point, rigged and cut-out where the volume is — or the hybrid that gets you both.
Rigging
Production rigs with clean controls, working deformation and animator-facing documentation, tested by the people who will animate on them.
Facial animation and lip sync
Blendshape or joint-based setups, keyed by hand or solved from capture and then cleaned, in any language you deliver audio for.
The process
How an animation job runs
Every stage names its own approval, so you always know what you are signing off and what it unlocks. Nothing moves to the next stage until the one before it is agreed.
Step 01
Boards, previs and layout
Cameras, timing and staging blocked cheaply and cut to length. The edit gets approved here, when a change costs an afternoon.
Storyboard Pro, Maya, Unreal Engine
Step 02
Rig and setup
Rigs built or adopted, tested on a representative shot, and documented before a whole crew starts animating on them.
Maya, Blender, Toon Boom Harmony
Step 03
Blocking
Stepped keys or roughs showing the full performance. This is the approval that matters most: acting is signed off before anyone splines a curve or cleans a line.
Maya, Blender, Harmony
Step 04
Spline, polish and clean-up
Curves smoothed, arcs fixed, overlap and contacts cleaned — or final line and inbetweens in 2D. Weekly playblasts throughout.
Maya, Blender, Harmony, TVPaint
Step 05
Integration and delivery
Caches exported, clips imported and tested in engine, or rendered and cut against the approved edit.
Unreal Engine, Unity, After Effects
Software
What we work in
- Maya
- Blender
- Toon Boom Harmony
- Spine
- TVPaint
- Storyboard Pro
- MotionBuilder
- Unreal Engine
- After Effects
Not on the list? Ask. Most pipelines are a swap away, and we will say so plainly if yours is not.
Hand-off
What you get
- Animation caches — Alembic, FBX, USD
- Engine-ready clips at your frame budget
- Rendered masters in ProRes or EXR sequences
- Rigged scene files with documentation
- Sprite sheets and Spine skeletons for 2D
- A playblast archive of every approval stage
Questions
Animation, answered
Can you animate on rigs we already have?
Yes, and it's usually cheaper than rebuilding. Send the rig and one test shot; we come back with a short animated pass and an honest note on anything in the rig that will slow the work down or limit the performance.
2D or 3D — which suits our project?
It's a question about volume and revision more than taste. High volume that will be revised often favours 3D or 2D rigs; a small number of hero moments where the performance is the product favours frame-by-frame. We'll tell you which your budget actually buys.
How do you handle motion capture?
We clean and retarget capture onto your rig, then hand-animate the parts capture never gets right — fingers, faces, contacts, and the beats that need to be bigger than life. Capture is a starting point, not a delivery.
How do we start?
Send the brief, or just the problem — a script, a deck, a level, a rough idea and a date. We come back within two working days with a shot or asset count, a crew, a price and a schedule. If the date isn't achievable we say so then, not in week six.
Can you match an existing style?
Yes, and it's most of what studio work is. Send the style guide, the shipped assets, or even a screenshot. We produce one paid test piece first so you can judge the match on your own asset before committing to the batch.
How does review work?
A shared review link with frame-accurate comments, updated weekly. Two rounds of revision per stage are in the quote; beyond that we bill by the day and tell you before the clock starts.
Who owns the finished work?
You do, on final payment — full assignment, including the source files. We ask only for the right to show finished work in our portfolio, and we hold that back for as long as you need us to.
Start a project
Have an animation brief?
Send it with the deadline attached. You get a shot or asset count, a crew, a price and a date within two working days — or an honest no.