CUSTOM GAME ANIMATION

Custom Mocap Animation Services for Games

Focused full-body and finger animation built around the mechanics, characters, and scenes your game actually needs.

No final motion list yet? Send your references and I can help structure the animation set.

REQUEST A CUSTOM QUOTE

Tell me what the character needs to do

Start with what you know. Every technical question includes a “Not Sure” option, and submitting this form does not create a confirmed order.

  1. 1 Contact
  2. 2 Animation Brief
  3. 3 Technical Details
  4. 4 Timeline & References
STEP 01

Contact

How should I contact you to discuss the request?

Preferred Contact Method Required
STEP 02

Animation Brief

Describe the gameplay need before worrying about technical terminology.

What type of animation do you need? Required
Two-character performances are recorded separately. Close-contact scenes are reviewed individually.
STEP 03

Technical Details

Choose “Not Sure” whenever you want help deciding.

“Other” lets you describe the setup for review; it does not guarantee support for every custom pipeline.
Choose raw data if you prefer to handle cleanup yourself.
Use an HTTPS link. FBX or rig files can be shared after the first contact.
STEP 04

Timeline & References

Add anything that will make the first estimate more accurate.

Desired Deadline Required
Target Budget Required
Upload files to Google Drive, Dropbox, or another service and add the share link here.
This is a quote request, not a confirmed booking.The scope, price, timeline, and revision terms are agreed separately before production.
Step 1 of 4
WHAT CAN BE CREATED

Motion designed around a real system

The scope can be one missing animation, a modular interaction sequence, or a larger library built around consistent states and transitions.

01

Gameplay interactions

Object use, looting, tools, survival mechanics, traversal, contextual actions, and other system-driven motion.

02

Combat and reactions

Attacks, defensive actions, hit reactions, knockdowns, weapon handling, and readable transitions.

03

NPC behavior

Dialogue, idles, ambient life, social actions, character states, prop use, and environmental storytelling.

04

Cinematics

Directed character performance for trailers, cutscenes, scripted events, and interactive sequences.

WORKFLOW

From reference to usable animation

  1. 01

    Brief and references

    You describe the character, mechanic, camera constraints, props, and the result the animation must achieve.

  2. 02

    Motion list and structure

    We define the clips, variations, In / Loop / Out structure, Root Motion or In-Place needs, and delivery format.

  3. 03

    Capture and processing

    The performance is recorded with full-body and finger data. You can request raw capture or include cleanup, contact correction, and final preparation in the scope.

  4. 04

    Review and delivery

    You review the agreed material, revisions are handled within the defined scope, and the files are delivered for Unreal Engine 5, as FBX, or both.

DELIVERY

A clear scope before recording begins

Delivery is available for Unreal Engine 5 and as FBX. The brief defines the skeleton, naming, frame rate, Root Motion or In-Place behavior, clip structure, props, finger animation, and whether you need raw mocap data or cleaned, ready-to-use animation. Full-body and finger capture are available; facial animation is not part of the current service.

Simple two-character sequences are available as separately recorded performances with planned timing and positioning. Complex close-contact interactions are reviewed individually from references.

Price and turnaround depend on the number of motions, performance complexity, cleanup level, props, character constraints, and revision scope. No booking is confirmed until the scope and quote are agreed.

OTHER WAYS TO CONTACT

Prefer to start with a short message?

You can use email or Discord instead. The structured form is recommended when you already have a motion list or references.