The Foglands is original IP we designed, built, and released as a PlayStation VR2 title, supported by PlayStation.
Since launch the engineering and design roster on the project has scaled down, but the leads who ran our art and animation pipelines are the same leads we now embed with other studios. The Foglands illustrates our approach the animation and art, as a close-knit working group.
From 2D concept through modeling, rigging, and final in-engine animation, our leads owned the full character pipeline end-to-end in house. Concept art set the silhouette and personality, modeling and rigging carried it through to a game-ready asset, and our animators took it from there into in-engine performance.
A working set of single-action character animation playblasts from production: MineMan, Shandeen, and Leona, across reactions, idles, and gameplay beats. The gallery below cycles through each clip; click any track to jump.
Built in Unreal. Technical animation on The Foglands covered blend spaces for the playable cast, a facial motion capture pipeline for our main character Ursa, and marketing cinematics rendered in Unreal Engine 5. We leveraged the same in-game assets so the trailer and the game are all using the same art and animation assets.
We developed an in-house facial mocap pipeline for unreal, which really supported impactful character performances in-game.
The lore, the broad story, the cast, and the environments were all envisioned and executed by our team. We took the world from a sketchbook through to in-engine asset integration without any middle man support.
That end-to-end ownership is the version of the service we now offer to other teams: a creative pod that can hold a world together from concept through release.
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