The Foglands is original IP we designed, built, and shipped 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 people we now embed with other studios. What follows is what we built at home, available as a co-development engagement elsewhere.
From 2D concept through modeling, rigging, and final in-engine animation — we owned the full character pipeline end-to-end. 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 shippable performance.
Because the same leads ran every stage, handoffs stayed clean: the rig was already considered when the concept landed, and the animation team had a say in the rig before it was locked.
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 — leveraging the same in-game assets so the trailer and the game read as the same product, not two different versions of it.
The mocap pipeline is the same workflow we'd stand up for another studio's lead character today: capture, retarget, cleanup, and integration, run by the people who built it.
The lore, the broad story, the cast, and the environments — all built in-house. We took the world from a sketchbook through to in-engine asset integration without handing off to a different studio in the middle.
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 ship, instead of contributing to a single stage and disappearing.
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