3D Animation and Character Rigging for Games
Mindshare Solution provides character rigging and 3D animation services for games, from production rigs and facial setups to gameplay cycles and cinematic animation. It is for game studios and real-time teams that need rigs built in Blender or 3ds Max and animation checked in Unreal Engine or Unity.
At a glance
- Deliverables: Game-ready rigs, facial setups, and gameplay and cinematic animation.
- Tools and engines: Rigs built in Blender or 3ds Max; animation checked in Unreal Engine or Unity.
- Who it is for: Game studios and real-time teams, on new or existing skeletons.
- Reviews: Blocking passes for timing and posing first, then polish.
- How we work: Project-based, flexible support or a managed production pod.
Rigs are built around how your team will use them. We confirm the target engine, skeleton requirements, naming conventions and any retargeting needs before we start, so animators get controls that make sense and programmers get a skeleton that behaves as expected.
Rigs that animators enjoy using
A good rig hides complexity. Working in Blender or 3ds Max, we set up clear controls, sensible defaults and deformation that holds up at extreme poses, then test the rig with real motion before it is handed over. Facial rigs are built around the expressions your characters actually need, rather than every possible shape.
If you already have a skeleton or an animation library, we can work inside it. Retargeting moves existing animation onto new characters, which saves time when a cast shares the same base skeleton.
Animation for gameplay and cinematics
Gameplay animation has to read clearly and loop cleanly at game speed. We create idle, locomotion, combat and interaction cycles, then check them in the engine for timing, foot contact and blending. For cinematic sequences, we focus on staging and performance, working from your storyboards or script.
Working with your pipeline
We can rig and animate inside your existing project or deliver files for your team to import. Naming, folder structure and export settings follow your conventions, so new characters sit next to existing ones without manual cleanup.
Tools & engines
- Blender
- 3ds Max
- Unreal Engine
- Unity
What we deliver
What our rigging and animation services include
- Character and creature rigging
- Skinning and deformation refinement
- Facial rigs and expressions
- Gameplay animation cycles
- Animation retargeting
- Engine integration and animation checks
How we work,
one step at a time.
A proven four-step approach that turns your ideas into polished characters, worlds, games, and digital products.
- 01/ step
Brief
We listen to your vision, review references, and agree on goals, deliverables, and technical requirements.
- 02/ step
Explore
We explore concepts, visual directions, and prototypes so you can review the approach before full production.
- 03/ step
Create
We bring the work to life through art, animation, design, and development, sharing progress at agreed milestones.
- 04/ step
Refine & Deliver
We incorporate feedback, check quality and performance, and hand over agreed assets, source files, or builds with clear next steps.
Selected 3D and game work

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Cardano Island, Virtua
Team-member contributions to Cardano Island, Virtua: engineering by Muhammad Huzaifa and 3D art by Abdul Hayyee.

MAIANS
Team-member contributions to MAIANS, a 3D avatar platform: engineering by Muhammad Huzaifa and 3D art by Abdul Hayyee.
Frequently
asked.
Everything you need to know about working with us.
Yes, we can rig models made by your team or another vendor. We review the topology first, because edge flow around joints and the face affects deformation, and we flag any fixes needed before rigging begins.
Yes, we deliver animations ready for Unreal Engine or Unity. We agree export settings, frame rates, root motion and naming during scoping, and we check the animation in the engine you use before handover.
Yes, our animators add to your library by matching the timing and style of your existing cycles and working on your current skeleton, so new and existing animation blend together.
We share progress at agreed milestones, starting with blocking passes for timing and posing, then polish. This lets you change direction early, before detailed animation work is done.
Yes, we build facial rigs and expressions as part of our rigging work, and animate facial performance for gameplay moments or cinematic sequences.
Let's Connect and Create Something Amazing!
Have a character, world, or game in mind? Let’s shape your concept, build your assets, and bring the experience to life.
