Cinematics that live inside the game, not next to it
An in-engine cinematic has to do something a pre-rendered one doesn’t: hold up next to actual gameplay, in the same engine, under the same lighting rules. We’ve built our pipeline specifically for that constraint, working across Unreal Engine and proprietary tech on titles including A Plague Tale, Space Marine 2 and Hunt Showdown.
We handle the full chain ourselves: previz, animation, lighting, VFX, rendering, and the technical integration back into your build. No hand-offs, no vendors passing files between each other and losing intent along the way. One team, one shot list, one creative direction from first blocking pass to final render.
What that looks like in practice
Early on, we previz the sequence to lock camera language and pacing before committing real production time. Then we build out character and camera animation, lighting and VFX, always checked against how the sequence will actually sit in your game, not in a vacuum. We finish with technical integration and debug, because a cinematic that breaks on import isn’t finished.