Founded by animators,
for game developers.

We're a studio of twelve animators, riggers, and cinematic artists who believe great motion is what turns a game you play into a world you believe.

Our story

It started with one boss fight

In 2025, three senior animators kept meeting on the same problem at different studios: game teams were shipping brilliant mechanics wrapped in motion that didn't do them justice — because animation was always the last hire and the first cut.

We founded Emberframe to be the animation department a game team plugs in when they need one: senior-level craft, production-honest scheduling, and delivery that lands in-engine, not in a folder of renders.

A year in, we've shipped animation for eleven titles across PC, console, and mobile — and we still review every shot the same way we did the first one: frame by frame, with the gameplay footage running next to it.

  • 0Titles shipped
  • 0Animation sets delivered
  • 0Artists on the team
  • 0Countries we've shipped to

What we believe

Values we actually schedule around

Gameplay first

A beautiful animation that fights the controls is a bad animation. We review every set against real input, in engine.

Honest estimates

We quote what it takes, flag risk early, and never trade quality silently to protect a date.

Show work early

Blocking passes go to clients fast — direction is cheapest before polish, and we like our feedback loud and early.

One team

We join your standups, your Slack, and your build. Outsourcing shouldn't feel like it's outside.

The team

Leads you'll actually talk to

Mai Tran

Co-founder · Animation Director

Twelve years animating characters for action RPGs. Reviews every combat set that leaves the studio.

Daniel Kovács

Co-founder · Cinematics Lead

Previz and camera direction for trailers and in-game cutscenes. Thinks in 24 frames per second.

Linh Nguyen

Co-founder · Technical Art Lead

Rigs, tools, and engine integration. The reason our deliveries import clean on the first try.

…plus nine animators, riggers, and production artists across three time zones.

Milestones

One year, frame by frame

  1. 2025 · Q2

    Studio founded

    Three animators, one shared client, and a name picked at 2 a.m.

  2. 2025 · Q3

    First title ships

    Creature sets for a dark-fantasy ARPG reach 1M players.

  3. 2025 · Q4

    Team of twelve

    We add rigging and cinematics as first-class services.

  4. 2026 · Q2

    Eleven titles and counting

    Clients across nine countries, on every major platform.

Common questions

Frequently asked questions

What services does Emberframe Studio provide?

Character animation, in-engine cinematics and trailers, rigging and technical animation, motion capture cleanup, and UI motion design for game studios.

Which game engines do you work with?

We deliver engine-ready animation for Unity and Unreal Engine, and adapt exports to custom engines when a project requires it.

Do you work with studios outside your own country?

Yes — we work remotely with game studios worldwide and overlap working hours with clients across North America, Europe, and Asia-Pacific.

How does a project start?

With a free breakdown call. We review your design documents, scope the animation sets or shots, and return a fixed estimate within two business days.

Let's make your characters move

Tell us about your game — we'd love to see it.

hello@emberframe.example