
Game animation services and outsourcing
Character locomotion, combat sets, creature performance and cinematic sequences that read clearly in gameplay and hold up under a cinematic camera.
- NDA before any files are shared
- Engine-tested before delivery
- Two revision rounds per milestone
A game animation studio built around real gameplay
Animation is where a character becomes a person and a creature becomes a threat. It is also where outsourced work most often fails: motion made without gameplay context looks fine in a reel and feels wrong in the engine. Good game animation serves the mechanic first and the camera second.
Hexar Studios supports teams from first motion tests to final in-engine polish, across realistic AAA, stylized console, mobile and cinematic pipelines. A full traversal set, a boss fight or a cutscene block, we scale to your schedule without losing the intent behind the motion.


Keyframe animation reel 2026
Gameplay cycles, combat and creature performance, hand-keyed by our animation team. Press play to load the reel.
Cinematic animation sample
A short dragon cinematic from our animation team. Press play to load the video.
Characters and creatures we animate
Many of our animation projects start with characters and creatures our own artists built.








What our game animators deliver
We adapt to your rig, your engine and your gameplay feel.

Character locomotion sets
Idle, walk, run, sprint, jump, crouch and turn-in-place, tuned to your movement values and ready for your locomotion tree.

Combat and weapon animation
Melee combos, ranged sets, reloads, blocks, dodges and hit reactions timed to real gameplay values.

Creature and monster performance
Custom locomotion for quadrupeds, winged and non-humanoid creatures that carries weight, threat and personality.

Cinematic and cutscene animation
Story beats, in-engine cinematics and pre-rendered sequences, with body, face and camera coordinated across the scene.

Facial animation and lip sync
FACS-based facial performance, ARKit-compatible blendshapes and dialogue lip sync for heroes and NPCs.

Mobile and casual animation
Lightweight loops and short reactive sets optimized for mobile frame budgets and small screens.

Need animation for characters, creatures or cinematics?
Send the brief today. You get a written scope, timeline and fixed quote within one business day, under NDA.
Our game animation pipeline
The feel is approved in short motion tests before hours go into full production.
Brief and reference lock
Character personality, gameplay function, engine, movement values and any animation bible are agreed, with reference boards approved before keyframing.
Rig review and motion tests
We review your rig, flag constraints and animate short blockout tests of the most important motion. You approve the feel first.
Blockout pass
Full clips in blockout, focused on timing, poses and gameplay intent. This is the cheapest place to change direction.
Spline and polish
Weight, arcs, overlap and secondary motion, reviewed at spline and again at final polish.
Facial and secondary systems
Facial work, cloth and secondary rigs animated as separate layers your engine team can toggle independently.
Engine test and delivery
Final QA in Unreal or Unity. Clips named to your convention, timing checked against gameplay values and delivered.
Deliverables and technical specs
Every asset ships with a clear technical spec. Nothing left ambiguous after handoff.
File formats
FBX with baked keyframes, plus Maya or Blender source files.
Frame rates
24, 30 or 60 fps, matched to your engine target.
Rig support
Your rig, ours on request, or MetaHuman and Mixamo-compatible.
Motion capture
Cleanup and retargeting from your mocap data.
Root motion
Baked or extracted, per your locomotion setup.
Metadata
Trigger frames, event markers and timing notes included.
Review playblasts
Delivered at every review milestone.
Engine testing
Verified in Unreal Engine or Unity before delivery.
Revisions
Two rounds per milestone, transparent scope beyond that.
Maya
Blender
MetaHuman
Mixamo
ARKit blendshapes
Unreal Engine 5
Unity
Related character and creature projects

Ghostbusters: Spirits Unleashed
Ghost and character design with IllFonic

Predator: Hunting Grounds
30+ playable characters and weapon sets for IllFonic

Back 4 Blood
NPC heads, civilians and infected for Turtle Rock Studios
Game animation questions, answered
Still weighing it up? A 20-minute call with a lead artist usually answers the rest, and we can review your references together.
Do you animate on our rig or build your own?
Either. We prefer your rig so clips import with no retargeting. We flag rig limitations during motion tests. If you have no rig yet, we can build one to spec or use MetaHuman and Mixamo standard rigs.
Do you do mocap cleanup and retargeting, or only keyframe?
Both. We clean raw mocap, retarget it to your rig, layer keyframe polish on top and deliver engine-ready clips. Pure keyframe for stylized or exaggerated performance is fully supported.
What frame rate do you deliver?
Whatever your engine runs at: commonly 30 fps for mobile and 60 fps for console and PC, or 24 fps for pre-rendered cinematics. The frame rate is confirmed in writing at brief stage.
How do you handle facial animation and lip sync?
FACS-based blendshape systems by default, with ARKit-compatible naming for AR and mobile capture. Lip sync is keyed by hand or driven by phoneme extraction, depending on dialogue volume.
How long does an animation set take?
A basic locomotion set of eight to ten clips takes two to three weeks. A full combat set with combos and reactions takes four to six weeks. A 30-second cinematic with face and camera work takes three to five weeks.
Can you work directly with our tech animation team?
Yes, and we recommend it. We share blockout files early, coordinate through production and support iteration when your locomotion tree reveals timing needs the brief could not predict.
What producers say about working with us

Ready to bring your characters to motion?
Share your brief and get a written scope, timeline and quote within one business day.
