IKinema helps solve complex animation and workflow for Supermassive Games

IKinema helps solve complex animation and workflow for Supermassive Games

Supermassive Games signs licensing agreement with IKinema

FARNHAM, UK, 20 June 2016 – We are thrilled to announce a partnership with BAFTA-winning independent British developer Supermassive Games to utilise IKinema RunTime, the leading full-body IK solving middleware, to power their latest games titles.

The licensing agreement will see the RunTime middleware enable developers at Supermassive Games to deliver highly accurate motion to real-time animated characters – as well as the ability to interact naturally with their environments, for greater realism during gameplay.

Based in Guildford in the UK, Supermassive Games are the developers of the critically acclaimed PS4 hit Until Dawn. They have also announced two exclusive PlayStation VR launch titles Until Dawn: Rush of Blood, and Tumble VR.

“We are delighted to partner with IKinema. Their exceptional software helps realise the very high fidelity digital actors we use in our games. These believable humans have complex behaviours and are built from many intertwined data types and real-time systems. Working with IKinema allows us to focus on what we actually want our characters to do on-screen and solves some complex issues for us.”
Steve Goss | Director of Design | Supermassive Games

RunTime lets studios procedurally animate characters and multi-limbed creatures of differing proportions during gameplay. Characters respond naturally to their game-world resulting in 100% accuracy and believable movement. The technology also allows developers to use the same code for mobile and triple-A projects, and VR games, meaning they can apply universal animation standards to multi-platform titles with minimum effort and expense.

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