Mimic Gaming / Technology
Performance into play.
01 / Capabilities
Technology in motion.
Capture, scanning, tools and engines work together to make characters responsive and believable.

Motion Capture
We capture body and facial performances at our Potsdam studio, using optical tracking and head-mounted cameras to carry an actor’s full performance into animation.
Explore Motion Capture ↗
3D Scanning
Our photogrammetry system scans faces, bodies, expressions and props, capturing fine geometry and texture detail for digital characters.
Explore 3D Scanning ↗
Real-Time Engine Integration
We prepare and optimize assets for Unreal, Unity and custom engines.
Explore Real-Time Engine Integration ↗
XR & Immersive Tech
We build spatial interactions and avatars around your immersive platform.
Explore XR & Immersive Tech ↗
AI-Powered Characters
We create animation systems that help adaptive NPCs react and perform.
Explore AI-Powered Characters ↗
Technical Art & Tools
We build shaders, rigs and tools that help your team work at scale.
Explore Technical Art & Tools ↗02 / Capture to engine
Built for the next stage.
We define the technical destination early, then connect the production stages around it.
- Brief the performanceAgree the character, intended use, source material and target pipeline.
- Capture or create the sourceUse the capture and scanning methods that the project actually requires.
- Prepare the assetRefine animation or character data against the approved rig and quality checks.
- Hand off for integrationAgree formats, naming and validation with the receiving game team.
Our production studio is at fx. centre, August-Bebel-Str. 26, 14482 Potsdam, Germany. We also collaborate with teams remotely.
Discuss your technical brief ↗Planning your handoff
Define the destination before production.
A useful technical brief explains where an asset will run and how your team will review it. Include the engine and version, target devices, rig requirements, texture budgets and any existing naming or folder conventions. Share a representative asset or test scene when one is available.
Agree how geometry, materials, animation and supporting files will be checked before the full delivery. For motion capture, identify the target skeleton and required movement coverage. For interactive characters, describe the intended behaviors and integration points. These details help connect visual goals with a practical production workflow and make the next team's review more straightforward.
Technology and craft
Make every movement matter.
Tell us what your game needs to feel like. We’ll connect the performance, tools and real-time work to get it there.
Start a project ↗