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May 26, 2020
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Press Releases
  IKINEMA Interviews Sumo Digital on the Production of Crackdown 3
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[This unedited press release is made available courtesy of Gamasutra and its partnership with notable game PR-related resource GamesPress.]


Sumo Digital, creators of the action adventure game Crackdown 3, share their experiences using the powerful IKINEMA RunTime middleware to animate Agents with superior realism, saving years of development time by eliminating the need to build an in-house animation solution from scratch.

FARNHAM, UK, 19 February 2019 – Today, we are delighted to announce IKINEMA’s exclusive video interview with Sumo Digital’s Senior Producer, Steve Lycett and members of his exceptional development team on the development of Crackdown 3, in time for its eagerly awaited US launch on Friday 15th February by Microsoft Studios.

The interview is a rich deep dive into the complexities of game development. The team share how they leveraged the powerful real-time games middleware, IKINEMA RunTime to unlock freedom for developers and artists, as well as the player.


Agents level up in game to become physically larger, only a single animation set is required

regardless of gender or body proportions when using IKINEMA RunTime.


Right through from producer, animator, artist, designer, programmer to quality assurance–we hear how Sumo Digital’s full development cycle benefitted using the RunTime technology. Paramount was its use for their dynamic ‘ledging’ system where the character’s hands and feet grip ledges of tall buildings, organic matter or objects to shimmy across, climb and jump up or down vertical surfaces. RunTime enabled accurate engagement of limbs with these dynamic ledges and objects, to give players the feeling of connecting to the game world in a far more believable and tactile way, as well as the freedom to locomote superheroes in and around Crackdown‘s very complicated open-world sandbox environments.

For instance, Character Programmer, Steven Harten asks us to imagine the time investment by designers and artists to tag each individual mesh that’s grabbable by an Agent. Here Steven describes, “IKINEMA has allowed us to generate this dynamic system that offloads all that work into this code driven pipeline–we could have eaten up at least a couple of years’ worth of work just chasing down these bugs”.

Sumo Digital walks us through integration and support experience where IKINEMA RunTime worked straight out of the box, up and running within one day, plus compatibility with their existing animation library–even heavily reducing animation sets. In Steve Lycett’s words, “Games are only going to get more complicated, so when you find a good tool to bring to arsenal–you tend to come back to it”.

IKINEMA is set to attend the Game Developers Conference in San Francisco in March and are inviting studios to meet and learn how they too can empower their teams with modern workflows and accelerate development time to produce convincing high fidelity character motion for all game styles. Join award winning studios that have already integrated IKINEMA RunTime, the likes of Avalanche Studios, Deep Silver Dambuster Studios, Insomniac Games, NCSoft Corporation, NetEase Network, Rare, Square Enix, 343 Industries, and Warner Bros. Games.

GDC early bird bookings:

Victor Puente | Senior Client Partner | [email protected]

IKINEMA RunTime procedurally animates 3D characters of any shape or size during real-time, resulting in avatars that respond with superior fidelity to the world around them, producing highest levels of life-like and natural movement with full-body immersion in VR. The middleware enables studios to significantly reduce animation assets to slash production time and cost.

Download your FREE copy of the IKINEMA RunTime Demo Package.

Product availability: RunTime includes RunTime VR extension. Available in two license tiers: Studio and Indie. License choices available on Evaluation pack request email, [email protected]. Full dedicated support included with Studio licenses. Integrates with Unreal Engine 4, Unity, and custom game engines. Available for platforms PC Windows, Xbox One, PS4, Switch, iOS, Android, and Linux.

****************** End of Announcement ******************

PR and Communications contact:

Siobhán Hofma | [email protected]


IKINEMA ( sells products that dramatically improve the quality of animation and reduce the cost of producing animation. It uses patented IP to dynamically calculate animation sequences. The resulting animations are more realistic and cheaper to produce and maintain. IKINEMA was established in 2006 in the UK and has actively traded since 2009. The company owns patent protected intellectual property for fast, realistic and organic animation for games, virtual, and movie production. Prominent clients include: Activision, Bethesda, Bluehole Inc., Capcom, CBS Digital, Deep Silver Dambuster Studios, Digital Domain, Digital Idea Corp., Disney, DreamWorks Animation, Electronic Arts, Epic Games, Foundry, Fox VFX, Framestore, Globo TV, GREE, Inc., Hasbro, Image Engine Design, Inc., Impulse Gear, Infinity Ward, Linden Lab, Microsoft, NASA Johnson Space Center, NCSOFT®, NVIDIA, Quantic Dream, Rare, Respawn Entertainment, Snail Games, Softstar Entertainment Inc., Square Enix, Sumo Digital, Technicolor, Tencent NEXT Studio, The VOID, 20th Century Fox, 2K Games, Ubisoft, Unity3D, Valve Software, Vicon, Warner Bros. and many more. The company is licensed technology provider by Microsoft, Sony, Nintendo and Autodesk.

All products or brand names mentioned are trademarks or registered trademarks of their respective holders.

© Copyright 2019 IKINEMA. Learn more about @IKINEMA on YouTube, Twitter, Facebook, LinkedIn and Instagram.