
Amber Hall
Motion & Performance Capture Actor
Character Performance • Cutscenes • Locomotion
UK-based performer specialising in creature movement, physical acting, and performance capture for games, animation, and immersive media.
IN DEVELOPMENT
Working with indie teams on a range of upcoming game projects, from game jams to long-term productions.Current work includes:
~ Motion Capture
~ Voice Acting
~ Performance development
~ Cinematic pre-vis in Unreal Engine 5.8Projects remain confidential until publicly announced.
CONTACT
FAQ
WHAT KIND OF MOCAP DO YOU PROVIDE?
I provide full‑body and facial motion capture using a hybrid markerless workflow. Body movement is captured from mono‑video, and facial performance is recorded using ARKit (Live Link Face). Both are solved inside Unreal Engine 5.8.CAN YOU CAPTURE BOTH FACE AND BODY FOR THE SAME CHARACTER?
Yes. Body and facial animation are solved separately in Capture Manager, then blended together inside Unreal using Sequencer or an Animation Blueprint. This creates a complete performance with head movement from the body solve and expressions from ARKit.CAN YOU WORK WITH MY CUSTOM CHARACTER OR RIG?
In many cases, yes. If your character uses a compatible humanoid skeleton, I can retarget full‑body mocap directly to it.
Facial animation can also be applied if your character includes a facial rig (bones or blendshapes).
If your rig is highly stylised or uses a unique structure, I can review it first and confirm whether retargeting is possible.HOW DO I INTEGRATE YOUR MOCAP INTO MY PROJECT?
Animations are delivered in formats that work across a wide range of pipelines. I can provide standard Unreal Engine assets for direct import into your project, or export the animation as FBX if you’re working in Unity, Blender, Maya, Godot, or a custom engine.
If needed, I can also supply retargeted assets, Sequencer files, or a simple blend setup for your Animation Blueprint.CAN YOU HELP WITH EARLY PROTOTYPES OR GAME JAMS?
Absolutely! My workflow is fast, flexible, and ideal for indie teams, prototypes, and game jam projects that need quick, readable mocap without a full studio setup.HOW QUICKLY CAN MOCAP BE DELIVERED?
Turnaround depends on the complexity of the performance, but simple sequences and previs shots can often be delivered within a few days. Larger projects or multiple animations may require more time.