Real-time cinematics
Fully engine-rendered sequences in Unreal — directed like a live-action shoot, changed on the day, finished without a render farm.
Real-time cinematics are films built in a game engine and directed live. The world, the vehicles, the light — all of it stays editable in the room, so creative decisions happen on the day rather than weeks later in post.
Real-time cinematics are sequences built and rendered inside Unreal Engine rather than a traditional offline pipeline. Environments, vehicles, characters and lighting all exist as live assets, so the film is directed the way a live-action shoot is — a camera moving through a world that reacts in the moment.
What it’s for
Announce and reveal trailers, title sequences, in-game cinematics, brand films, world flythroughs, and previs polished enough to ship. Anywhere you need cinematic camera language and full control of the look, without booking a location or waiting on a render farm.
How we work
We build the world in Unreal and light it for camera, then shoot it on our virtual production stage: a director framing on a virtual camera, every take reviewable the moment it’s captured. Because every element is live, creative calls happen in the room — change the time of day, restyle a vehicle, relight a face, and see it immediately. Performances come in through scanning or motion capture and are lit by the scene itself, so they sit inside the world rather than on top of it.
Where AI fits
We’re not an AI film company — we’re a VFX studio that uses AI where it earns its place. It’s well suited to the connective work between hero moments: in-between shots, first-pass assets and transitions that would otherwise eat artist hours for little payoff. AI handles that groundwork so our craft lands on the shots an audience actually remembers. Everything it touches is art-directed, reviewed and finished to the same standard as the rest of the film — a tool in the pipeline, never a shortcut around it.
What you get
Finished 4K sequences graded through the same Rec 709 pipeline we use for live-action, so engine output cuts seamlessly against captured footage — and a process where the person with the vision has their hands on the shot.
