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ZEN Studios Selects NaturalMotion’s morpheme for Xbox Live® Arcade and PlayStation® Network Projects

Download-only Titles Benefiting From Tailored Licensing Models

SAN FRANCISCO and OXFORD – January 7th, 2010 - NaturalMotion, the animation technology company behind the euphoria engine, today announced that ZEN Studios has licensed morpheme for use in an unannounced downloadable title, currently in development. The Hungarian-Canadian based software production company took advantage of NaturalMotion’s tiered licensing arrangements, designed to give smaller development studios access to their world-class animation technology.


“ZEN Studios identified morpheme as the best animation solution capable of fulfilling the requirements for their upcoming downloadable titles,” said Andy Payne, VP Sales, NaturalMotion. “Our tiered licensing model met their need for world-class animation on PS3 and Xbox 360, whilst accommodating the different revenue profile of non-retail content.”

“With so many great games to choose from poor animation is not something that can be brushed under the carpet. That’s unforgiveable, no matter how careful you need to be with the budget,” said Zsolt Kigyossy, Managing Director, ZEN Studios. “That’s why we decided to employ NaturalMotion’s cutting-edge technology and tiered licensing. It gave our studio the capability to provide an excellent product without the worry of cutting corners or settling for an inferior solution.”


NaturalMotion’s morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time. Available for PlayStation®3 system, Xbox 360®, Wii™, PC and Apple® iPhone, morpheme has experienced a rapid adoption rate, being licensed by some of the biggest names in the development community.

ZEN Studios Selects NaturalMotion’s morpheme for Xbox Live Arcade and PlayStation Network Projects


 
 

NaturalMotion Takes the Field with Update for Global iPhone Hit Backbreaker Football

Additional Game Modes and Content for iPhone Football Sensation Out Now

SAN FRANCISCO and OXFORD 1st December, 2009 -NaturalMotion, the animation technology and game development studio behind the euphoria engine, today announced that Backbreaker Football on the iPhone has received brand new content in the form of a free update. Since its release in early October, the hard-hitting arcade football title became a number-one hit in multiple territories and features unrivaled 3D visuals and console quality animation. The update introduces a brand new Challenge 6 including 10 all-new waves, as well as much-requested "Pro" and "Hardcore" modes, taking the iPhone/iPod touch gridiron action to a whole new level.

Included in the free update:
• Pro Mode – Take the field against tacklers with increased and enhanced AI, for the fiercest and most bone-jarring tackles yet.
• Hardcore Mode – The ultimate test for Backbreaker experts. Fight past the new Pro tacklers… with just one life!
• Brand New Challenge 6 including 10 all new waves . Our best wave designs yet!
• Backbreaker Helmet – Can you beat the developers’ scores? If so, the ultimate trophy can be yours.

“After Backbreaker went live, we read literally more than a thousand reviews and listened to all the feedback,” said Torsten Reil, CEO NaturalMotion. “This free update addresses the two things fans wanted more than anything else: more waves and a greater challenge. The tougher AI, new waves and enhanced tackles make you play in a whole new style, and it feels great.”

Backbreaker Football is designed and published by NaturalMotion and developed by Ideaworks3D, a world leader in mobile technology, application and game development. It is available now for download on the App Store for the price of $0.99.


NaturalMotion Takes the Field with Update for Global iPhone Hit Backbreaker Football

 
 

NaturalMotion’s endorphin LE Passes 200,000 User Milestone

Milestone Reached as Free Learning Edition of Dynamic Motion Synthesis Software Continues to Inspire Animators

SAN FRANCISCO and OXFORD 23rd November, 2009 -NaturalMotion today announced that the community for endorphin, the industry’s first animation tool based on Dynamic Motion Synthesis is celebrating its 200,000th registered user. The endorphin community forums have been in operation since NaturalMotion, the animation technology company behind the euphoria engine, released a free Learning Edition of its revolutionary tool.

The 200,000 users have written nearly half a million posts and generated countless scenes, environments, characters and props, all created within endorphin. In addition, members have uploaded several thousand videos to YouTube covering scenes as diverse as championship wrestling matches (http://tinyurl.com/yl2w4rl) and Wild West shootouts (http://tinyurl.com/ykywk4u).

“For any online community to hit 200,000 members is a great achievement,” said Torsten Reil, CEO NaturalMotion, “but the dedication the endorphin users have for learning, improving and perfecting their animation skills is even more impressive. Their constant enthusiasm is very inspiring.”


endorphin is in use at many visual effects studios (including MPC, The Mill and Sony Imageworks), game studios (including Sony, Namco and Konami) and simulation companies (Airbus, Northrop Grumman). The Learning Edition is free and available for download from http://community.naturalmotion.com/


NaturalMotion's endorphin LE Passes 200,000 User Milestone

 
 

NaturalMotion Opens Korean Office

Leading Animation Technology Company Targeting Flourishing Korean Games Development Market through Appointment of Korean Territory Manager

SAN FRANCISCO and OXFORD 17th November, 2009 -NaturalMotion, the animation technology company behind the euphoria engine has reinforced its commitment to expansion in the buoyant Korean game development market with the appointment of a local Territory Manager.

Mag KW Kim, a highly respected business development manager in the online gaming industry, has been appointed Korea Territory Manager and will be the direct point of contact for all developers interested in evaluating NaturalMotion’s morpheme animation middleware as well as providing support for existing Korean clients.

“Through innovative design and development, the Korean games industry has become a major player on the international scene”, said Andy Payne, VP Sales, NaturalMotion. “By establishing a local presence in Korea we can tailor our market approach to suit the Korean culture and language, strengthening our market position. Ms Kim’s experience will prove extremely valuable and I am delighted to welcome her to the team.”

NaturalMotion will be attending G-Star 2009 in Busan from 26th – 29th November. Booth E-16 in B2B Exhibitor Hall has been booked for meetings. Developers and publishers can make an appointment for a private demonstration of morpheme by contacting Mag Kim on contact@naturalmotion.com.

NaturalMotion Opens Korean Office

 
 

Codemasters and NaturalMotion Announce Master morpheme Agreement

Two Forces in British Game Development Strike Deal as Codemasters Chooses morpheme for Use in Upcoming Titles and Future Game Development

SAN FRANCISCO and OXFORD 6th October, 2009 -NaturalMotion, the animation technology and game development studio behind the euphoria engine, today announced that Codemasters, the Warwickshire, England based videogame developer and publisher, has licensed its morpheme animation middleware in a far-reaching deal covering upcoming titles and future game development.

NaturalMotion’s morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time. Available for PLAYSTATION®3, Xbox 360®, Wii™, PC and Apple® iPhone, morpheme has experienced a rapid adoption rate, being licensed by some of the biggest names in the development community.

“Codemasters is a global power in game development and publishing so we are delighted they have judged morpheme the best fit for their future titles”, said Andy Payne, VP Sales at NaturalMotion. “This partnership signals a great day for British videogame technology and development as morpheme will allow Codemasters to build upon their already stellar international reputation for quality.”

"We selected NaturalMotion’s morpheme after a thorough evaluation period”, said Bryan Marshall, CTO of Codemasters. “Animation quality and performance have become extremely important for creating compelling game content. We believe morpheme will allow us to push the limits of believable characters in games. It perfectly augments our own EGOTM game technology, providing the potential for some of the most realistic and exciting games on the market”.

Codemasters and NaturalMotion Announce Master morpheme Agreement

 
 


WeMade Entertainment Company Ltd. Licenses NaturalMotion’s morpheme for Future MMO Development

SAN FRANCISCO and OXFORD – October 1st, 2009 - NaturalMotion, the animation technology company behind the euphoria engine today announced that the Korean MMO specialist WeMade Entertainment Co. Ltd. have selected the company’s morpheme animation middleware for use in the development of an unannounced future product.

NaturalMotion’s morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time. Available for PLAYSTATION®3, Xbox 360®, Wii™, PC and Apple® iPhone, morpheme has experienced a rapid adoption rate, being licensed by some of the biggest names in the development community.

“WeMade Entertainment has had global success with their MMOs and we look forward to supporting the development of their future product”, said Andy Payne, VP Sales, NaturalMotion.


“WeMade has chosen to license morpheme following an exhaustive selection process,” said Joseph Ryu, Director of Division A, WeMade Entertaiment Co. “NaturalMotion’s technology will give our team the opportunity to express their creativity effectively and efficiently in designing truly believable characters.”

The deal follows NaturalMotion’s recent announcement of their attendance at the forthcoming Korea Games Conference where CTO Simon Mack will present a session on mixing character animation and physics with morpheme on the 8th October.

 

WeMade Entertainment Company Ltd. Licenses NaturalMotion’s morpheme for Future MMO Development

 
     
 

NaturalMotion’s Backbreaker Football now Available on the iPhone App Store

Critically Acclaimed Arcade Football Game Launches at a Special Price of $0.99 for a Limited Time

SAN FRANCISCO and OXFORD – September 29th, 2009 - NaturalMotion, the animation technology and game development studio behind the euphoria engine, today announced that Backbreaker Football is now available on the iPhone App Store. The arcade football title, which has been turning heads with its 3D visuals and console quality animation goes on sale today at a limited time, promotional price of $.99, a saving of 50% on the regular price of $1.99.

Inspired by a mini-game taken from NaturalMotion’s Backbreaker (in development for Xbox 360® and PLAYSTATION®3), Backbreaker Football on the iPhone is an intense, arcade football experience. Using accelerometer controls and on-screen buttons, the player must sprint, dodge and spin past waves of oncoming defenders, racking up point combos and score multipliers on their way to the endzone. Through Facebook integration, players will be able to see how their high-scores stack up against their friends’.

“This new app gives the world an early taste of the Backbreaker experience”, said Torsten Reil, CEO of NaturalMotion. "The fact we have been able to bring such fluid animation and slick 3D visuals to the iPhone further demonstrates its capability as a gaming platform.”

Backbreaker Football is designed and published by NaturalMotion and developed by Ideaworks3D, a world leader in mobile technology, application and game development. It is available to buy on the App Store from today.

NaturalMotion Announce Backbreaker Football available on iPhone Press Release

NaturalMotion Announce Major CEDEC 2009 Participation

World-leading Animation Technology Company to Present Developer
Session on Combining Character Animation and Physics with morpheme.

SAN FRANCISCO and OXFORD – August 27th, 2009 - NaturalMotion, the animation technology and game development studio behind the euphoria engine will be presenting a developer session entitled “Mixing Character Animation and Physics with morpheme” at CEDEC 2009 in Yokohama, Japan. Presented by NaturalMotion’s CTO Simon Mack, the session will look at how it is possible to combine runtime character animation with physical simulation to achieve a variety of useful effects.

NaturalMotion has secured a private meeting room and the services of a Japanese translator at CEDEC on Wednesday 2nd and Thursday 3rd September from 09:00 to 17:00. Interested companies are invited to arrange a private meeting for an in-depth presentation of NaturalMotion’s technology including the new morpheme v2.2 and the euphoria engine.

Game developers and publishers should contact NaturalMotion by email at sales@naturalmotion.com to arrange a meeting. Press enquiries should be sent to contact@naturalmotion.com.

NaturalMotion’s CEDEC 2009 Details


Session:          Mixing Character Animation and Physics with morpheme
Time:              14:55 - 15:55, 1st September 2009

Location:         CEDEC 2009, PACIFICO Yokohama Complex, Yokohama

NaturalMotion Announce Major CEDEC 2009 Participation Press Release (English)

NaturalMotion Announce Major CEDEC 2009 Participation Press Release (Japanese)

NaturalMotion Announces Backbreaker Football: Tackle Alley Game for Apple iPhone and iPod Touch

Introduction to New Football Franchise Backbreaker to hit iTunes App Store Fall 2009.

SAN FRANCISCO and OXFORD – August 26th, 2009 - NaturalMotion, the animation technology and game development studio behind the euphoria engine, today announced that Backbreaker Football: Tackle Alley, an exclusive introduction to their revolutionary new football franchise Backbreaker, will be available for the iPhone and iPod Touch this Fall.

Inspired by a mini-game taken from NaturalMotion’s Backbreaker (in development for Xbox 360® and PLAYSTATION®3), Backbreaker Football: Tackle Alley on the iPhone is an intense, arcade football experience. Using accelerometer controls and on-screen buttons, the player must sprint, dodge and spin past waves of oncoming defenders, racking up point combos and score multipliers on their way to the endzone. Through Facebook integration, players will be able to see how their high-scores stack up against their friends’.

Backbreaker Football: Tackle Alley takes advantage of morpheme, NaturalMotion’s graphically authorable animation engine. morpheme produces animation of a quality not seen before on the iPhone and iPod Touch providing the on-screen characters with a fluidity of motion rivalling that experienced on home consoles. That quality, combined with high-impact tackles, dynamic third-person cameras, an imposing 3D stadium and animated crowds place the player in a truly immersive environment.

“We are excited to kick off the Backbreaker football experience on the iPhone and are stunned to see what visual fidelity is achievable on this platform”, said Torsten Reil, CEO of NaturalMotion. “Together with our partners Ideaworks3D, we think we’ve come up with something special and can’t wait to get this game into everyone’s hands.”

Backbreaker Football: Tackle Alley is being developed by Ideaworks3D, a world leader in mobile technology, application and game development.

“This has been a great project for our studio, and a chance to push the quality boundaries on the iPhone by combining morpheme and our Airplay game development tools,” said Alex Caccia, CEO of Ideaworks3D. “But above all, the game is fun to play and hard to put down.”

Backbreaker Football: Tackle Alley is to be published by NaturalMotion and will be available to purchase on the iTunes App Store Fall 2009.

NaturalMotion Backbreaker game for iPhone and iPod Touch press release

NaturalMotion to Attend GDC Europe and Gamescom

CTO Simon Mack to Present Sessions on Animating with morpheme

SAN FRANCISCO and OXFORD – August 11th, 2009 - NaturalMotion, the animation technology and game development studio behind the euphoria engine will be attending both GDC Europe and Gamescom in Cologne, Germany from Tuesday 18th – Friday 21st August 2009.


NaturalMotion’s CTO Simon Mack will be presenting two 50 minute sessions in GDC Europe’s programming track. Through a practical demonstration of the newly released morpheme 2.2, the session will look at how runtime character animation is authored in morpheme and how the same tools are used to integrate character physics techniques with traditional animation. The session is targeted at all levels of experience.


Authoring Runtime Animation and Character Physics with morpheme

August 18, 2009 - 9:00am to 9:50am
August 19, 2009 - 10:10am to 11:00am
Location - Congress-Saal 3, 4th Level

NaturalMotion will also be in attendance at Gamescom 2009 and would be happy to meet with game developers and publishers of all platforms, as well as technology and games industry press that are interested in how NaturalMotion’s technologies bring game characters to life.

Interested game developers and publishers should contact NaturalMotion by email at sales@naturalmotion.com to arrange a meeting. Press enquiries should be sent to contact@naturalmotion.com.

NaturalMotion to Attend GDC Europe and Gamescom

 
 

Codemasters and Transmission Games Select NaturalMotion’s morpheme for Ashes Cricket 2009

SAN FRANCISCO and OXFORDAugust 5th, 2009 - NaturalMotion, the animation technology company behind the euphoria engine, today announced that Transmission Games used the company’s morpheme middleware to power animation in the Codemasters game Ashes Cricket 2009.

morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time. The middleware’s seamless integration with NVIDIA® PhysX™ provides a unique toolset for creating lifelike characters.

“We have reaped the benefits of using morpheme in our development of Ashes Cricket 2009,” said Tony Parkes, Studio Head, Transmission Games. “Our team has been able to efficiently and cost-effectively produce believable animation in a fraction of the time we would normally expect.”

“Codemasters has a strong reputation for publishing world class cricket titles and Transmission Games will no doubt continue that tradition, said Christian Staack, Vice President of Sales for North America at NaturalMotion. “We are delighted to support such a talented and dedicated studio and are confident that morpheme will help them create the most authentic Ashes experience possible.”

Ashes Cricket 2009 has been developed by Transmission Games and is published by Codemasters for the PLAYSTATION®3 computer entertainment system, Xbox 360® video game and entertainment system from Microsoft®, PC and Nintendo Wii.

Codemasters and Transmission Games Select NaturalMotion's morpheme for Ashes Cricket 2009


 
 

NaturalMotion Releases morpheme v2.2

SAN FRANCISCO and OXFORD – August 5th, 2009 - morpheme, NaturalMotion’s animation middleware has been updated to v2.2. Highlights from the update include a clearer user interface and superior runtime performance. To arrange an evaluation of morpheme v2.2 please write to sales@naturalmotion.com.

 

 
 

NaturalMotion Reports 80% Revenue Growth for First Half of FY 2009

Solid Profitability on Strong euphoria and morpheme Sales

SAN FRANCISCO and OXFORD – July 16th, 2009 - NaturalMotion today announced its best first two quarters in the company’s history, reporting an 80% revenue growth for the first half of FY 2009. The company, which licenses animation technology to game publishers and developers, cited rapid adoption of its morpheme engine as well as strong euphoria revenues as the main factors.

Torsten Reil, CEO of NaturalMotion, said: “The first two quarters of our fiscal 2009 have exceeded our revenue and profitability expectations. We’re particularly pleased with the adoption rate of morpheme over the period, a testament to the product’s quality as well as the desire by publishers to put their games on solid, future-proof technology foundations.”

With offices in Oxford (England) and San Francisco (California), NaturalMotion’s staff count has risen to 70, and the company’s Oxford HQ has recently moved into larger purpose-built offices.
 
NaturalMotion’s flagship technology euphoria uses the CPU to generate animation in real-time, thus creating truly interactive experiences. Available for PlayStation 3, Xbox 360 and PC, euphoria made its debut in Grand Theft Auto IV and Star Wars: The Force Unleashed, with further titles in development.

The company’s other run-time product morpheme is the first graphically-authorable animation engine. Available for Playstation 3, Xbox 360, Wii and PC, morpheme’s announced customers include Bioware, CCP, Disney, Eidos and has been licensed by many others.

In addition to developing games technology products, the company is also creating its first in-house IP Backbreaker, a football game based on its euphoria and morpheme engines.


NaturalMotion Reports 80% Revenue Growth for First Half of FY 2009

 
 

Activision and Robomodo Choose NaturalMotion’s morpheme for Tony Hawk®: RIDE™

SAN FRANCISCO and OXFORD – July 14th, 2009 - NaturalMotion, the animation technology company behind the euphoria engine, today announced that morpheme, the company’s animation engine and graphical authoring tool, is being used in Activision Publishing, Inc.’s (Nasdaq: ATVI) upcoming Tony Hawk: RIDE, developed by Chicago-based Robomodo.

morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time.

“Tony Hawk: RIDE’s groundbreaking skateboard controller offers gamers a uniquely realistic experience” said Christian Staack, Vice President of Sales for North America at NaturalMotion. “morpheme will allow Robomodo to match that standard of realism in their character animations, recreating the exhilarating thrills and painful spills of real skateboarding to the high degree of accuracy required for such an innovative game.”
 
Tony Hawk: RIDE is in development for the Xbox 360® video game and entertainment system from Microsoft and the PLAYSTATION®3 computer entertainment system. A version for the Wii™ home videogame system, also utilising morpheme, is being developed by Buzz Monkey Software. All three versions are to be published by Activision Publishing, Inc. later this year.


Activision and Robomodo Choose NaturalMotion’s morpheme for Tony Hawk®: RIDE™ press release

 

THQ Taps NaturalMotion for morpheme Animation Middleware

Teams Including Kaos Studios to Take Advantage of Tight Integration of morpheme and NVIDIA® PhysX™

SAN FRANCISCO and NEW YORK – April 15, 2009 - NaturalMotion, the animation technology company behind the euphoria engine, today announced that publisher THQ Inc. has licensed its morpheme animation middleware for use on future projects, including an unannounced title by Kaos Studios. The publisher recently announced that it has also licensed NVIDIA® PhysX™ technology, which is tightly integrated with morpheme’s character animation to produce dramatic results.

morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time. Since its launch in 2007, morpheme has seen rapid adoption in the games industry, including customers such as Bioware, Eidos and Disney.

Kaos Studios, the development team behind Frontlines™: Fuel of War™, will be one of the first THQ studios to make use of morpheme. The studio recently announced that it will be expanding its workforce as it continues development on an unannounced project.
 
morpheme offers unprecedented control over run-time character animation. With version 2.0, its graphical authoring capabilities extend to physics, and character interactions with physical environments,” said Christian Staack, vice president of sales for North America at NaturalMotion. “THQ sees value in this powerful combination, and we will work closely with any of the publisher’s studios that take advantage of this deal.”

“NaturalMotion’s technology is invaluable to animators and developers, and the seamless integration of morpheme and PhysX helps to cut down production times and costs on these parts of the development process,” said Roy Tessler, vice president of production, worldwide at THQ. “Kaos Studios chose morpheme as their character animation solution after an in-depth evaluation, and we are glad to be able to make this purchase part of a wider licensing deal across THQ.”


THQ licences morpheme for future projects press release

Autodesk and NaturalMotion Work to Integrate AI and Animation Runtime Solutions

SAN FRANCISCO, Game Developers Conference, March 25, 2009 -

Autodesk, Inc., (NASDAQ: ADSK) and NaturalMotion Ltd., today announced that the companies are working to build an advanced integration between their respective popular game development products — Autodesk Kynapse artificial intelligence (AI) middleware and morpheme animation middleware engine.

“Animation and AI have become increasingly linked in modern game development, said Torsten Reil, CEO of NaturalMotion. “Pathfinding algorithms, for example, require reliable execution by the animation network; in turn, believable motion requires precise timing and steering by the AI system.”

“Autodesk and NaturalMotion believe there is tremendous potential to simplify the interaction between AI and animation for game developers, and to significantly enhance the user experience,” added Marc Stevens, Autodesk vice president, Games Technology Group.

NaturalMotion’s morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time. Since its launch in 2007, morpheme has seen rapid adoption in the games industry, including customers such as BioWare, Eidos, Disney and many other leading publishers. The latest version, morpheme 2.0, adds natively integrated physics support for flexible addition and authoring of character dynamics.
morpheme is designed to integrate with euphoria, NaturalMotion’s revolutionary motion synthesis engine which recently debuted in “Grand Theft Auto IV” and “Star Wars: The Force Unleashed.”

Autodesk Kynapse middleware is a world leading AI solution for games. This unique, high-performance, AI engine supports 3D pathfinding in destructible environments, including large-crowd pathfinding in complex terrains. It also delivers dynamic 3D topology analysis, team co-ordination, and efficient tools that help automate production. Kynapse has been adopted for more than 80 AAA titles, including “Warhammer Online: Age of Reckoning,” “Fable II,” “Alone in the Dark 5,” “Crackdown,” “Medal of Honor: Airborne” and “Sacred 2: Fallen Angel.” Autodesk also offers Autodesk HumanIK middleware, a solution for procedural motion adaptation and correction that helps to enhance existing animation engines.

Autodesk and NaturalMotion Work to Integrate AI and Animation Runtime Solutions press release

NaturalMotion At the 2009 Game Developers Conference

NaturalMotion, the animation technology company behind the revolutionary euphoria engine, is heading to the 2009 Game Developers Conference to bring partners and members of the media up to date on the company’s product offerings. NaturalMotion recently released version 2.0 of its morpheme animation middleware, with tight integration of NVIDIA PhysX technology.

The company is taking meetings with game developers and publishers of all platforms, as well as technology and games industry press that are interested in how NaturalMotion’s technologies bring game characters to life.

Interested game developers should contact Christian Staack (U.S.) at christian.staack@naturalmotion.com or Andy Payne (UK) at andy.payne@naturalmotion.com

Additionally, NaturalMotion CTO Simon Mack will be presenting two sessions in the conference’s Visual Arts track:

Authoring Runtime Animation and Character Physics with morpheme 2.0 - Wednesday, March 25 at 10:30am – Room 3005, West Hall

morpheme & PhysX: A New Approach to Combining Character Animation and Simulation – Thursday, March 26 at 4:30pm – Room 3002, West Hall

NaturalMotion is also participating in the Game Connection America event.

NaturalMotion At the 2009 Game Developers Conference press release

NaturalMotion Releases morpheme 2.0 with NVIDIA PhysX

SAN FRANCISCO and OXFORD - Jan. 27, 2009 - NaturalMotion, the animation technology company behind the euphoria engine, today announced the immediate availability of morpheme 2.0 together with integrated NVIDIA PhysX™ technology.

morpheme is robust animation middleware designed to give developers and animators intuitive, creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time. Since its launch in 2007, morpheme has seen rapid adoption in the games industry, including customers such as Bioware, Eidos, Disney, and CCP.

morpheme 2.0 introduces full integration with NVIDIA PhysX technology, encompassing both graphical authoring in the morpheme:connect tool, as well as the animation runtime engine.

In morpheme 2.0, NaturalMotion believes it has solved several fundamental problems holding back the combined application of physics and animation. As a result, morpheme 2.0 allows for the seamless mixing and matching of animation and physics methods within and across animation skeletons, thus providing a whole new toolset for creating lifelike characters.

“In previous animation solutions, physics has often been an afterthought, often only allowing for the addition of ragdolls or other basic physics methods as an ‘all-or-nothing’ effect at the end,” said Torsten Reil, CEO of NaturalMotion. “With morpheme 2.0, we have developed a method to give programmers and animators much more targeted and differentiated control over physics and animation. It is now possible to add arbitrary physics modes to different parts of the same body – all graphically. We’re also giving animators intuitive 3D tools to graphically author physics joints, joint limits and parameters. We believe this new method of treating animation and physics in tandem will become a fundamental requirement for more believable characters.”

morpheme 2.0 is a major release featuring many enhancements in addition to physics. In summary, version 2.0 provides the following new features:

• Physics integration powered by NVIDIA PhysX™ technology
-- Graphical authoring of physics skeletons, collision shape and joint-limits
-- Mixing of animation, hard- and soft-keyframing and active animation in the same skeleton
-- Support for different physics modes on different body parts
-- Transitions between animation and physics
• Enhanced multithreading model for runtime performance
• Enhanced animation compression methods
• LiveLink library to simplify connecting application to remote runtime target
• Pass-down pins provide support for animation network referencing

Availability
morpheme 2.0 is available starting immediately.

* NVIDIA PhysX is licensed separately, and is not required for licensing morpheme 2.0.

morpheme 2.0 with NVIDIA PhysXrelease press release

Trinity College Dublin Selects NaturalMotion’s morpheme
Animation System for Metropolis Research Project

OXFORD AND DUBLIN. - September 25, 2008 - NaturalMotion, the animation technology company behind the revolutionary euphoria engine, today announced that Trinity College Dublin has selected morpheme to power character animation within its Metropolis research project. Metropolis, under development by the university’s Graphics, Vision and Visualization Group (GV2), part of the School of Computer Science and Statistics, is a realistic, computer-generated ‘Virtual Dublin,” with functioning, large-scale simulated crowds.

morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time. Since its launch in 2007, morpheme has seen rapid adoption in the games industry, including customers such as Bioware, Eidos and Disney.

”morpheme is an excellent animation engine with great tools support. In Metropolis we’re aiming for very high fidelity character movement, for large numbers of characters, employing blending of motion captured data and real-time inverse kinematics. The morpheme animation editor tool allows us to quickly sequence motions at a high level and seamlessly deploy these in our engine run-time which means we can focus on the research problems of behavior simulation and motion planning,” said Dr. Steven Collins of the GV2 Research Group in Trinity College Dublin.

“The fact that morpheme is being used in an academic pursuit is very fulfilling for NaturalMotion, because the research behind our technology originated in academia,” said Andy Payne, VP NaturalMotion. “The researchers who will have a chance to use morpheme at Trinity College will be experiencing the same tools professional developers are using in AAA game titles.”

Trinity College Dublin chooses morpheme for Motropolis project press release

NaturalMotion Launches morpheme 2.0 at NVISION 2008
with Integration of NVIDIA PhysX Technology

SAN JOSE, Calif. - August 21, 2008 - NaturalMotion, the animation technology pioneer behind the revolutionary euphoria motion synthesis engine, today announced it will launch morpheme 2.0 at the NVISION 08 convention in San Jose. The new version of morpheme, the company’s multiplatform, graphically authorable animation engine, features tight integration of NVIDIA PhysX™ technology.

The integration of PhysX gives programmers and animators direct graphical control over how characters and objects interact in their games, whether it be through ragdolls or animation-driven physics. Continuing morpheme’s ultra-flexible paradigm, animation and physics can be blended and combined across body parts, authored via graphical nodes and controlled by user-defined parameters.

Moreover, morpheme 2.0 introduces a powerful graphical character authoring tool, allowing users to set up and edit physics rigs including collision surfaces and joint angles.

morpheme is currently licensed by an array of top-tier developers, including Bioware, Eidos, Ninja Theory, 38 Studios, Futuremark, Total Immersion Software, CCP, Gearbox Software, and many others.

“The goal of morpheme has always been to streamline the animation production pipeline, offering faster development times and higher fidelity,” said Torsten Reil, CEO of NaturalMotion. “We selected NVIDIAs PhysX technology because out of all commercial physics engines, it offers the highest character-grade fidelity, an essential requirement for creating believable characters.”

"NaturalMotion's technology marks a turning point in gaming. Its fidelity of movement makes characters seem so real that you want to touch them. And the PhysX integration lets you do just that," said Manju Hedge, vice president of PhysX technology at NVIDIA.

In addition to unveiling morpheme 2.0 at NVISION, NaturalMotion is also demonstrating Backbreaker, the company’s upcoming American Football game powered by euphoria, morpheme and PhysX.

morpheme 2.0 at NVISION 2008 intergrates with NVIDIA PhysX press release

Total Immersion Software Selects NaturalMotion’s morpheme
Animation Solution for DARPA’s Simulation Platform

SAN FRANCISCO and ALAMEDA, Calif. - August 7, 2008 - NaturalMotion, the animation technology pioneer behind the revolutionary euphoria engine, today announced that Total Immersion Software has selected morpheme as its animation middleware solution for the RealWorld simulation platform.

RealWorld, developed by Total Immersion Software under contract to the Defense Advanced Research Projects Agency (DARPA), delivers an intelligent tool suite providing drag and drop ease to rapidly create simulations so real that it can be used to train teams of professionals to handle complex situations such as military missions, rescue operations, and natural disasters.

morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time.

“Because realism is central to Total Immersion Software’s next-generation military simulations, every aspect of their products must mirror reality to the largest degree possible, including character animation,” said Christian Staack, vice president of sales for North America at NaturalMotion. “morpheme delivers that aspect of authenticity while also eliminating animation development headaches, and streamlining the overall animation pipeline.”

“By adding the performance and power of the morpheme animation run-time and the ease of its authoring component to RealWorld, we will be able to deliver a more true to life experience,” said Pete Bonanni, chief executive officer at Total Immersion Software. “With the ability to easily create realistic human characters, we will be able to enhance our overall product.”

Total Immersion Software licenses NaturalMotion's morpheme press release

38 Studios Licenses NaturalMotion's morpheme Animation Solution for Unannounced MMOG

SAN FRANCISCO. July 15th, 2008 - NaturalMotion, the animation technology pioneer behind the revolutionary euphoria engine, announced today that 38 Studios, baseball legend Curt Schilling's online entertainment studio, has licensed morpheme, the first graphically authorable animation design tool and engine.

"morpheme's time-saving qualities become even more beneficial as the scale of games increase – the bigger your game, the more time your animators and programmers save thanks to an intuitive user interface and seamless front- and back-end integration," said Christian Staack, vice president of sales in North America, Japan and Australia for NaturalMotion. "This makes morpheme an invaluable tool for the development of MMOGs, arguably today's biggest and most ambitious games."

morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time.

"When selecting middleware we are very careful to find solutions that enable us to focus our attention on our game," said Jon Laff, chief technology officer for 38 Studios. "morpheme allows us to create very high-quality character animations quickly, cutting down on a lot of intensive animation design and implementation time."

38 Studios licenses NaturalMotion's morpheme press release

Futuremark Taps NaturalMotion’s morpheme Animation System for its Expansion into Game Development

SAN FRANCISCO and OXFORD, U.K. July 2nd, 2008 - NaturalMotion, Ltd., developers of the highly acclaimed euphoria motion synthesis technology, today announced that Futuremark Games Studio, the game development spin-off of benchmarking software developer Futuremark, has licensed morpheme, the company’s animation engine and graphical authoring tool.

“We have progressed in the past year from creating visually stunning machinima-style benchmarks into full game development,” said Dr. Jukka Mäkinen, executive producer at Futuremark Games Studio. “Gameplay has become our number one goal, with character animation in a low-gravity environment as a critical part of the gameplay experience for our game – morpheme is a uniquely flexible and powerful time saving solution that will help us achieve that goal.”

morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time.

“NaturalMotion and Futuremark are both steadfastly dedicated to advancing the technology that powers gaming,” said Andy Payne, NaturalMotion’s vice president of sales for Europe and Asia. “morpheme offers tremendous benefit to developers like Futuremark who are aiming for new levels of realism in their games.”

Futuremark licenses NaturalMotion's morpheme press release

Ninja Theory Licenses NaturalMotion’s morpheme Animation System

SAN FRANCISCO and OXFORD, U.K. - June 17, 2008 - NaturalMotion, Ltd., developers of the highly acclaimed euphoria motion synthesis technology, today announced that Ninja Theory Ltd., the developer behind flagship PLAYSTATION®3 title Heavenly Sword has licensed morpheme, the company’s animation engine and graphical authoring tool.

“One of Ninja Theory’s genuine goals is to push the technology envelope and create gaming experiences that are immersive and truly next-generation,” said Mike Ball, Chief Technology Ninja at Ninja Theory. “Today’s games require more than just realistic graphics – character animations need to be smooth, lifelike and convincing in order to really bring gamers into our worlds, and morpheme delivers the level of control required for that aspect of game development.”

morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time.

“With Heavenly Sword, Ninja Theory demonstrated their commitment to moving levels of visual fidelity forward in gaming,” said Andy Payne, NaturalMotion’s vice president of sales for Europe and Asia. “We believe morpheme will help them continue to raise the bar for the development of their new IP by giving more power to the animation artists and developers behind their groundbreaking games.”

Ninja Theory licenses NaturalMotion's morpheme press release

NaturalMotion and NVIDIA Bring a New Level of Realism to Games


SANTA CLARA, Calif. and OXFORD, U.K.
-
June 10, 2008 - NVIDIA Corporation (Nasdaq: NVDA), the worldwide leader in programmable graphics processor technologies, and NaturalMotion Ltd., the developers behind the highly acclaimed euphoria motion synthesis technology, today announced that the companies have teamed up to offer game developers and publishers easy-to-use, highly integrated solutions for adding animation and physics in next-generation games.

Starting with the upcoming release of NaturalMotion’s morpheme animation engine, NVIDIA’s PhysX technology will provide rigid body dynamics functionality across its product portfolio, supporting both console (PS3, Xbox 360 and Wii) and PC platforms. In addition, PC titles will benefit from GeForce GPU acceleration for both PhysX and future versions of morpheme, bringing additional motion fidelity to the PC game experience.

“We’re deeply impressed by NVIDIA’s commitment to push physics to new levels of fidelity and performance, and their investment in development and support infrastructure across all platforms,” said Torsten Reil, CEO of NaturalMotion. “NVIDIA’s PhysX technology provides a robust, high-fidelity foundation for our advanced character animation algorithms and tools. Through our close collaboration, we will help game developers bring fully interactive and believable characters to a wide range of games.”

“The introduction of NaturalMotion’s AI and Adaptive Behaviors is the next big breakthrough in gaming,” said Roy Taylor, Vice President of Content Relations at NVIDIA. “This technology takes us into a new level of immersion as characters roll, jump, duck and react to the players’ actions and the environments around them. We are delighted to be working with NaturalMotion to bring this new level of character animation to the world.”

NaturalMotion and NVIDIA announce partnership press release



NATURALMOTION SHIPS morpheme 1.3: NEW VERSION OF POWERFUL ANIMATION ENGINE OFFERS UNREAL ENGINE 3 INTEGRATION, INVERSE KINEMATICS, AND MORE.

SAN FRANCISCO, CA and OXFORD, U.K. - February 19, 2008 - NaturalMotion Ltd., the developers behind the highly acclaimed euphoria and endorphin motion synthesis technologies, today announced the release of morpheme 1.3, the latest version of its animation middleware. morpheme is a robust middleware solution designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and state machines in real time. morpheme is available on PlayStation®3, Xbox 360™, Nintendo Wii™ and PC platforms, and version 1.3 for the first time offers developers integration with Epic’s popular Unreal Engine 3. morpheme has been proven by our users as a robust and intuitive animation solution for developers,” said Torsten Reil, CEO of NaturalMotion. “Version 1.3 is even more accessible, offering an unprecedented set of features that shifts the process of animation development from tedious lines of code to an easy-to-use graphical interface, whilst maintaining maximum code flexibility.”

morpheme 1.3 features a host of new functionality, including:

  • Animation sets allow the creation of multiple characters or LODs, Inverse Kinematics (IK) nodes for a range of common tasks
  • Automatic constraint matching for detection of events such as footsteps
  • Support for live debugging of remote runtime targets
  • Fully scripted user interface

NaturalMotion Ships morpheme 1.3 press release

CCP ENLISTS NATURALMOTION'S morpheme ANIMATION MIDDLEWARE FOR EXISTING, FUTURE MMO TITLES

SAN FRANCISCO, Calif. - February 20, 2008 - NaturalMotion, Ltd., developers of the highly-acclaimed euphoria and endorphin 3D motion synthesis technologies, announced today that CCP has licensed the morpheme animation middleware and will be integrating it into smash-hit virtual world EVE Online and upcoming unannounced projects.

"Deeply immersive visual experiences facilitated by high fidelity motion graphics are the hallmark of our virtual worlds," said Thor Gunnarsson Vice President of Business Development at CCP. "As a valuable addition to our technology arsenal, morpheme will support CCP's drive to deliver vivid expressiveness to the avatars populating EVE and yond."

morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time.

“CCP has shown that they have the ability to take virtual worlds to new places,” said Andy Payne, NaturalMotion’s VP of Sales, Europe/Asia. “With NaturalMotion and the morpheme technology, CCP will be able to blaze even more trails through the MMO space.”

CCP Enlists morpheme Middleware press release

GEARBOX SOFTWARE LICENSES NATURALMOTION’S morpheme ANIMATION ENGINE FOR UPCOMING TITLES

SAN FRANCISCO, Calif. - February 14, 2008 - NaturalMotion, Ltd., developers of the highly acclaimed euphoria and endorphin motion synthesis technologies, announced today that Gearbox Software has licensed the morpheme animation engine and will be integrating into upcoming Unreal Engine 3 titles.

“NaturalMotion's morpheme is poised to make a huge impact on the animation pipelines at Gearbox Software. Gone are the days of building countless transition and tweening animations,” said David Carter, Director of Animation at Gearbox Software. “morpheme takes care of it all, while placing the ‘look’ of AI behaviors complete in the hands of our animators.”

morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing em to author and preview blends, blend trees and transition graphs in real time.

“Gearbox Software has a strong pedigree of AAA-titles, and we are delighted they have chosen morpheme for their upcoming games,” said Christian Staack, NaturalMotion’s VP of Sales, North America, Japan, Australia. “Employing NaturalMotion’s technology will help Gearbox continue to push the already high quality levels of their titles”

Gearbox Licenses morpheme Animation Engine press release


NATURALMOTION JOINS EPIC GAMES' UNREAL ENGINE 3 INTEGRATED PARTNERS PROGRAM

OXFORD, UK and CARY, NC – FEB. 13, 2008 – NaturalMotion Ltd. and Epic Games, Inc.
today announced a licensing agreement to incorporate morpheme, the industry's first graphically authorable animation engine for PLAYSTATION®3, Xbox 360™ and PC, into Epic's Unreal Engine 3 (UE3), the most popular game engine for cross-platform game development. Under the terms of the agreement, NaturalMotion will join Epic's prestigious Integrated Partners Program (IPP), and its technology will be immediately available to any publishers or developers licensing UE3.morpheme builds on the existing UE3 character system by offering unique features for constructing very complex animation setups. Its external tool, morpheme: connect, enables developers to preview and modify elements in real time through the strategic application of state machines and blend trees. Like other components of UE3, morpheme’s existing animation nodes can be extended to provide game-specific functions. Future feature sets developed by NaturalMotion will be incorporated into UE3 per the partnership.

Epic Games UE3 Integrated Partners press release

AUSTRALIA’S ACADEMY OF INTERACTIVE ENTERTAINMENT JOINS NATURALMOTION’S ACADEMIC PARTNER PROGRAM

SAN FRANCISCO, CA and OXFORD, UK, - DEC. 11, 2007 – NaturalMotion announced today that the Academy of Interactive Entertainment has become the latest member of the company’s Academic Partner Program and the first educational institution in Australia to teach NaturalMotion’s endorphin product.

"Endorphin is one of the most exciting tools in 3D production today, and the Academy of Interactive Entertainment is genuinely thrilled to be working with NaturalMotion to give our students the opportunity to work with it to strengthen their industry-ready skills,” said Matt Curtis, Head of School, AIE Melbourne. “The AIE leads Australian training for the game industry by teaching state-of-the-art technologies that the industry uses, so endorphin is a natural fit into our professional games development course."

NaturalMotion's Academic Partner Program offers leading colleges, universities and 3D animation schools subsidized fast-track access to endorphin and select upcoming 3D technology from NaturalMotion. The Academic Partner Program is NaturalMotion's sustained effort to establish a growing network of students who are skilled in next-generation animation technologies.

As part of the Academic Partner Program, qualifying schools and universities will receive:
• endorphin licenses on all school PCs that are used for relevant courses, such as computer animation and games technology.
• Early access to select upcoming 3D technology from NaturalMotion.
• NaturalMotion technical and supervisory support for select academic projects.

Educational institutions wishing to enroll or find out more information about the Academic Partner Program should send an email to contact@naturalmotion.com.

Australian Academy of Interactive Entertainment press release

GAMES ACADEMY OF GERMANY AND NATURALMOTION TEAM UP TO CREATE THE NEXT GENERATION OF DIGITAL ARTISTS

OXFORD, UK, - NOV. 13, 2007 –NaturalMotion announced today that they have
entered into a partnership with Games Academy in Germany to integrate endorphin into
the course curriculum. In addition to utilizing endorphin, students will also have early
access to upcoming 3-D technologies from NaturalMotion along with the company’s
support for select academic projects.

"Thanks to NaturalMotion’s support, we have the ability to integrate this exciting
technology into student curriculum immediately,” said Thomas Dlugaiczyk, principal and
managing partner of Games Academy. “Upon graduation, students will have a leg up on
the competition because we strive to provide the latest professional-grade tools found in
the digital entertainment industry. The use of endorphin will be integral to helping our
graduates create the next era of digital entertainment.”

“We are thrilled that Games Academy has chosen to integrate endorphin into student
coursework,” adds Andy Payne, NaturalMotion’s VP Sales for Europe and Asia. “The
partnership highlights our commitment to support the educational market by giving
access to our unique technology and growing the user base.”

For more information on endorphin and how schools or universities can gain access to
this unique animation tool, please contact one of our resellers listed on the
NaturalMotion website or contact Rhian Mulcrone at +44 (0) 1865 250 575 or via email
at contact@naturalmotion.com.

Games Academy of Germany press release

NATURALMOTION’S RELEASE OF MORPHEME 1.2 ADDS Wii SUPPORT

SAN FRANCISCO, CA and OXFORD, UK, - Oct. 11, 2007 – NaturalMotion Ltd., award-
winning developers of the highly acclaimed euphoria and endorphin 3D animation
technologies, today announced that morpheme 1.2, the latest version of its animation
middleware, adds support for Nintendo’s Wii™ console. morpheme is robust middleware
designed to give developers and animators unprecedented creative control over the look of
their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time. In addition to Wii, morpheme is also available on
PlayStation 3, Xbox 360 and PC.

“Support for Nintendo’s Wii console was a natural extension of the morpheme product
offering,” said Torsten Reil, CEO of NaturalMotion. “Wii is enjoying tremendous popularity,
and we believe morpheme can help developers further expand on the new gaming
experiences that the platform has opened up.”

In addition to Wii support, morpheme 1.2 features a host of new functionality, including:

morpheme:runtime

  • Enhanced run-time compression

  • Enhanced SPU support for PlayStation 3

morpheme:connect

  • Collaborative network editing through referencing

  • Reusable sub-networks

  • Enhanced copy & paste functionality

  • New flexible layout manager

morpheme 1.2 Wii Support press release

FIREFLY STUDIOS LICENSES NATURALMOTION’S MORPHEME
ANIMATION SYSTEM FOR DUNGEON HERO

OXFORD, UK – Oct. 09, 2007 – NaturalMotion Ltd., developers of the highly-acclaimed
euphoria and endorphin 3D animation technologies, today announced that Firefly
Studios has licensed the morpheme animation system for its upcoming PC and Xbox
360 title, Dungeon Hero. morpheme is a middleware solution that affords developers
unprecedented control over the look of their in-game animations.

“In Dungeon Hero we’re creating an environment that needs to feel real and alive to the
player,” said Simon Bradbury, Designer at Firefly Studios. “The game features a lot of
fearsome monsters, and we wanted to ensure that their movements are natural.
morpheme gives us that amazing degree of animation control, enabling us to produce
very realistic-looking behavior.”

Morpheme is robust middleware designed to give developers and animators
unprecedented creative control over the look of their final in-game animation by allowing
them to author and preview blends, blend trees and transition graphs in real time.

“Dungeon Hero is poised to be one of the biggest action RPG hits of 2009,” said Andy
Payne, NaturalMotion’s VP of Sales, Europe. “Demonstrating their usual commitment to
excellence, Firefly is creating a dark, gritty and realistic experience and we’re thrilled that
they’ve chosen morpheme to create their in-game animations.”

Firefly press release

The Mill Uses endorphin for New Guinness Spot, “Music Machine”

OXFORD, UK – Sept. 12, 2007 –NaturalMotion Ltd., the developers of breakthrough 3D animation technology based on Dynamic Motion Synthesis (DMS), today announced endorphin was used by London-based visual effects powerhouse, The Mill, for the new Guinness commercial entitled, “Music Machine.” Currently airing worldwide, the :60 spot used endorphin to generate realistic character animation for hundreds of acrobats that surge around a pint of Guinness and bash into Japanese drums, creating a visual and musical representation of the action bubbling inside the glass.

The spot's production called for perfect synchronization between the stunning visual effects, live action filming and music composition. Imagery of three stuntmen was massively complemented by The Mill using high-end computer graphics (CG) techniques. The use of endorphin within the CG pipeline allowed for highly-realistic animation of the replicated acrobats, delivering precise, varied movements and believability to each perfectly timed action. 

“We needed to avoid repetitive movement on multiple characters,” said Juan Brockhaus, senior 3D artist at The Mill and visual effects supervisor for this spot. “Once you have created one good animation or simulation of a certain action in endorphin, it is very easy to create those slight variations necessary for a realistic feel.”

Easily integrating with other off-the-shelf software applications such as Softimage XSI, Maya, Shake and Flame, endorphin’s ability to mix between pose-animation and simulating the real physical behaviors of characters helped to shorten the post-production schedule for The Mill.

endorphin has created a new way of using animation,” continued Brockhaus. “Without it, we would not have been able to create the naturalistic movements of the CG stuntmen in the time we had to produce the commercial.”

Brockhaus served as visual effects supervisor for The Mill, collaborating with the creative teams at IIBBDO and Red Bee Media, to create the acrobatic characters.
The :60 Guinness spot was directed by Steve Cope and produced by Red Bee Media. ”Music Machine” is currently airing in Europe, the United States and Japan, and can be viewed online at http://www.beam.tv/beamreels/beamreel.php?yfZzxCsbxD.

The Mill - Guinness press release

IO Interactive Utilizes NaturalMotion’s morpheme for Game Development

OXFORD, UK – Sept. 5, 2007 – NaturalMotion Ltd, developers of the highly-acclaimed euphoria and endorphin 3D animation technologies, today announced that IO Interactive is integrating morpheme into its game development pipeline and will be using it to design assets for an upcoming undisclosed next-generation game title. morpheme is robust animation middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time.

“We chose morpheme as our animation engine because we really liked the visual editor in morpheme:connect,” said Steffen Toksvig, CTO at IO Interactive. “We had a great experience with NaturalMotion’s support during our evaluation period and this experience continues to be an ongoing asset. We believe morpheme is a great fit for our animation pipeline.”

“IO Interactive is one of the leading studios in Europe and across the globe,” said Andy Payne, NaturalMotion’s VP of sales, Europe. “Apart from creating massive commercial successes, IO Interactive is constantly pushing the limits of game design and development and we are extremely proud that they have chosen morpheme as their animation engine.”

IO Interactive press release

NaturalMotion tackling the football video game genre with Backbreaker

SAN FRANCISCO, CA and OXFORD, UK – August 22, 2007 – NaturalMotion, the company behind the groundbreaking euphoria animation technology featured in Grand Theft Auto IV and Star Wars: The Force Unleashed, today announced Backbreaker, an American football game developed exclusively for next-generation consoles. The title is slated for a 2008 release.

Backbreaker is the first football game with truly interactive tackles. By utilizing our motion synthesis engine euphoria, players will never make the same tackle twice, giving them an intensely unique experience every time they play the game,” said NaturalMotion CEO Torsten Reil. “Backbreaker puts players in the middle of the gridiron by providing a pure, realistic football experience only possible on next-generation consoles.”

Backbreaker is more than just a new sports title, it’s a new experience. Incorporating NaturalMotion’s euporhia motion synthesis engine, Backbreaker will set the new standard for in-game animations in the football genre. In a departure from all previous football games, every tackle in Backbreaker is calculated and executed by the console in all its bone-crunching glory as it happens. Say goodbye to canned animations, and say hello to Backbreaker. For more information, please visit www.backbreakergame.com.

Backbreaker press release

Red 5 Studios Adds morpheme to Next Gen Pipeline

San Diego Aug. 6, 2007 – NaturalMotion Ltd., developers of the highly-acclaimed euphoria and endorphin 3D animation technologies, today announced that Red 5 Studios has added morpheme to its game development pipeline. Chosen for its intuitive graphical user interface and ability to increase collaboration between animators and programmers, Red 5 Studios is using morpheme for an unannounced next generation game title. morpheme is robust middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time. NaturalMotion will highlight morpheme during SIGGRAPH 2007, booth number 603.

“We added morpheme to our pipeline because we wanted to give our animators more control over the final animations that would go into the game,” said Mark Kern, president and CEO of Red 5 Studios. “In a lot of other systems, after the animators export their work, they don't get to see how the animations interact until it is in the game. If they then need to tweak a transition between animations or states, they have to edit a text file and then run the game again, which usually tears at an animator's soul. morpheme has an intuitive graphical interface that allows animators to go in and setup all these transitions and preview them without involving much programmer intervention. It cuts down on the time that a programmer and animator need to work together to get a system working within the game, and let's the animator focus on what they were hired to do - animate.”

“The team behind Red 5 Studios has one of the most impressive track records in MMOs, be it commercial, creative or technical,” said Torsten Reil, CEO of NaturalMotion. “We are aware how important Red 5 Studio’s technology decisions are, and are proud they have chosen morpheme as their animation engine.”

Red 5 studios press release

BioWare Austin Taps NaturalMotion’s morpheme for Game Development

OXFORD, UK July 18, 2007 – NaturalMotion Ltd., the developers of breakthrough 3D animation technology based on Dynamic Motion Synthesis (DMS), today announced that the Austin, Texas, division of BioWare Corp. is integrating morpheme into its pipeline and will be using it to develop assets for several undisclosed next generation game titles. morpheme is robust middleware designed to give developers and animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time.

morpheme is a key component in our goal to develop a deep and complex animation pipeline,” said Gordon Walton, Co-Studio Director at BioWare Austin. “We wanted a powerful solution that would give animators the freedom to build and edit assets within the animation pipeline, which frees up the programming team for other tasks.”

“Some of morpheme’s features that have been useful in our development thus far are the innovative viewport, which provides the development team with immediate feedback on realism and accuracy of animation blending,” continued Walton. “We’re also pleased with morpheme’s drag and drop interface; it is great for quickly setting up trees and connecting state machines. We also anticipate morpheme’s animation building state machines to be beneficial to our project in the long run.”

“BioWare has a reputation for building amazing games,” said Torsten Reil, CEO of NaturalMotion. “We are very pleased they have chosen morpheme as their run-time animation solution, and look forward to seeing the interactive experiences they produce with the technology.”

Bioware Austin press release

Full Sail Joins NaturalMotions Expanding Academic Partner Program

OXFORD, UK – June 25, 2007 – NaturalMotion Ltd., developers of the highly-acclaimed Dynamic Motion Synthesis (DMS) technology, today announced that Full Sail Real World Education is now a member of NaturalMotion's growing Academic Partner Program. This partnership ensures that all students enrolled in the Computer Animation Bachelors Degree Program will benefit from increased access to endorphin, and other innovative 3D technology from NaturalMotion.

Educational institutions wishing to enroll or find out more information about the Academic Partner Program should contact Rhian Mulcrone at NaturalMotion at +44 (0) 1865 250 575 or via email at contact@naturalmotion.com. For additional information on NaturalMotion, endorphin or DMS technology, please visit www.naturalmotion.com.

Full Sail press release

Digital Domain Enhances Pipeline with NaturalMotion endorphin

OXFORD, UK – June 11, 2007 – NaturalMotion Ltd., the developers of breakthrough 3D animation technology based on Dynamic Motion Synthesis (DMS), today announced that Los Angeles-based Digital Domain is integrating endorphin’s award-winning 3D character -winning animation software into its production pipeline. Digital Domain, an Academy Award visual effects facility best known for its work on “Titanic,” “I, Robot” and “The Day After Tomorrow,” selected endorphin for its ability to create complex and realistic character animation faster and easier than traditional key-frame or motion capture technology.

Join the 45,000 endorphin LE users at community.naturalmotion.com.

Digital Domain press release

Swansea Institute joins Academic Partner Program

Oxford, UKMay 10, 2007 – NaturalMotion Ltd, developers of the highly-acclaimed DynamicMotion Synthesis (DMS) technology, today announced that the Swansea Institute of Higher Education (SIHE) is now a member of NaturalMotion’s growing Academic Partner Program. Students enrolled in SIHE’s School of Digital Media courses, including BA (Hons) and BSc (Hons) 3D Computer Animation, and BA (Hons) Creative Computer Games Design, BA Interactive Digital Media (Hons), BSc Multimedia (Hons) & BSc Music Technology (Hons) will have increased access to endorphin, and other innovative 3D technology from NaturalMotion.

Educational institutions wishing to enroll or find out more information about the Academic Partner Program should contact Rhian Mulcrone at NaturalMotion at +44 (0) 1865 250 575 or via email at contact@naturalmotion.com. For additional information on NaturalMotion, endorphin or DMS technology, please visit www.naturalmotion.com.

Swansea Institute press release

Education - webpage

Portsmouth University joins Academic Partner Program

Oxford, UK-April11, 2007- NaturalMotion Ltd, developers of the highly-acclaimed DynamicMotion Synthesis (DMS) technology, today announced that the University of Portsmouth is the latest academic institution to join NaturalMotion’s expanding Academic Partner Program. This partnership ensures that all students enrolled in the University of Portsmouth’s BSc and BA Computer Animation and Computer Games Technology programs will benefit from increased access to endorphin, and other innovative 3D technology from NaturalMotion.

Educational institutions wishing to enroll or find out more information about the Academic Partner Program should contact Rhian Mulcrone at NaturalMotion at +44 (0) 1865 250 575 or via email at contact@naturalmotion.com. For additional information on NaturalMotion, endorphin or DMS technology, please visit www.naturalmotion.com.

Portsmouth University press release

Education - webpage

NaturalMotion Ships morpheme Animation Engine and Tool Chain

San Francisco, March 5, 2007 – NaturalMotion Ltd. today announced the immediate availability of morpheme, a powerful new animation engine for next-generation game development. Featuring a flexible and unique 3D authoring tool chain, morpheme is designed to give animators unprecedented creative control over the look of their final in-game animation by allowing them to author and preview blends, blend trees and transition graphs in real time. morpheme is available on PLAYSTATION®3, Xbox 360TM and PC.


NaturalMotion Ships morpheme Animation Engine and Tool Chain press release


Rockstar and NaturalMotion announce partnership

Oxford, UK-Feb 27 2007- NaturalMotion today announced a partnership with Rockstar Games, Inc., the world-renowned publishing label, to
integrate NaturalMotion's revolutionary euphoria engine into upcoming next-generation Rockstar Games titles. Rockstar's integration of euphoria is well advanced, with today's announcement following several months of close collaboration between the two companies.

Announcements regarding specific titles will follow at a later date.

Rockstar and NaturalMotion announce partnership press release


NaturalMotion at GDC 2007, Booth 118

Oxford, UK-Feb 15 2007- Join NaturalMotion for our busiest GDC yet. For the first time ever, we’ll be publicly showing morpheme, our new graphically authorable animation engine for PS3, Xbox 360 and PC.
We will also provide the first public demo of euphoria, our Dynamic Motion Synthesis (DMS) engine that makes its debut in multiple titles later this year.
And finally, get your hands on endorphin 2.7, the latest release of our popular DMS 3D application (34,000 LE users and counting).

In addition to all this, NaturalMotion is hiring. To arrange an interview during GDC send your CV to .


Andy Payne joins NaturalMotion

Oxford, UK-Feb 5 2007- NaturalMotion Ltd., developers of the highly-acclaimed Dynamic Motion Synthesis (DMS) technology, today announced that Andy Payne has joined the company as Vice President of Sales, Europe. Andy joins NaturalMotion from Autodesk, where he served as strategic accounts manager responsible for Maya and 3ds max sales into companies such as Electronic Arts, Sony, Microsoft, Moving Picture Company and
Framestore CFC.

Andy Payne joins NaturalMotion press release


Bournemouth University joins Academic Partner Program

Oxford, UK-Jan 23 2007- NaturalMotion Ltd today announced a partnership with Bournemouth University that will make endorphin animation software available to all National Centre of Computer Animation (NCCA) students. Bournemouth University is the first institution to join NaturalMotion’s Academic Partner Program, a new initiative designed to offer select colleges and universities with increased access to the award-winning endorphin, and other innovative 3D technology from NaturalMotion.

 

Educational institutions wishing to enroll or find out more information about the Academic Partner Program should contact Rhian Mulcrone at NaturalMotion at +44 (0) 1865 250 575 or via email at contact@naturalmotion.com. For additional information on NaturalMotion, endorphin or DMS technology, please visit www.naturalmotion.com.

Bournemouth University press release

Education - webpage


NaturalMotion announces Academic Partner Program

Oxford Dec 19 2006. NaturalMotion announced today its new Academic Partner Program, which offers leading colleges, universities and 3D animation schools subsidized fast-track access to endorphin and select upcoming 3D technology from NaturalMotion. The new Academic Partner Program is NaturalMotion's first step in a sustained effort to establish a growing network of students who are skilled in next-generation animation technologies.

As part of the Academic Partner Program, qualifying schools and universities will receive:

  • endorphin licenses on all school PCs that are used for relevant courses, such as computer animation and games technology

  • Early access to select upcoming 3D technology from NaturalMotion

  • NaturalMotion technical and supervisory support for select academic projects

Educational institutions wishing to enroll or find out more information about the Academic Partner Program should contact Rhian Mulcrone at NaturalMotion at +44 (0) 1865 250 575 or via email at contact@naturalmotion.com.

Academic Partner Program press release
Education - webpage


NaturalMotion releases endorphin 2.7 and eLE 2.7

Oxford Dec 5 2006. NaturalMotion today announced the immediate release of endorphin 2.7 and its free Learning Edition, eLE 2.7.

endorphin 2.7 contains a range of new features, such as fluid interactions, a control panel plug for Autodesk Maya, improved hold behaviours, more file format options and enhanced resources.

Along with the commercial version, NaturalMotion is releasing the free Learning Edition of endorphin 2.7, which is now downloadable from the NaturalMotion website.

endorphin 2.7 press release
endorphin product page


NaturalMotion announces funding from Benchmark Capital

Oxford Aug 15 2006. NaturalMotion today announced that it has closed a financing round with Benchmark Capital, the top-tier venture capitalist behind eBay, Betfair, Setanta and Bebo.com.

The additional capital will help NaturalMotion extend its lead in the development of innovative and interactive 3D entertainment technologies such as euphoria, a ground-breaking motion synthesis technology for next-gen game consoles.

Full Benchmark press release
Benchmark Capital


NaturalMotion announces morpheme

Oxford July 27 2006. NaturalMotion today announced morpheme, the first graphically-authorable animation engine for Playstation 3, Xbox 360 and PC
morpheme consists of a runtime engine (morpheme:runtime) and a powerful authoring toolchain (morpheme:connect).

morpheme provides animators with complete control over in-game animation blending and transitioning through intuitive 3D and 2D tools. Changes to the state machines, blend trees and animation parameters are reflected in real-time in the 3D viewport of morpheme:connect.

"morpheme puts the animator in control of in-game animations", said Torsten Reil, NaturalMotion's CEO. "The result is in-game animation of unprecedented quality."
Unlike euphoria, morpheme is not based on DMS. morpheme does, however, support euphoria out-of-the-box.

Official morpheme page

morpheme press release
morpheme overview

NaturalMotion wins Develop Industry Excellence Award

Oxford July 13 2006. NaturalMotion has won the 2006 Develop Industry Excellence Awards (category Tools and Middleware).
Competing against several other companies, NaturalMotion was selected by an independent voting panel of developers, as well as analysts and journalists.
"It's an honour to win the Develop Industry Excellence Award," said Torsten Reil, CEO of NaturalMotion. "NaturalMotion works very hard to create advanced technology for game developers, and to have the industry recognise this with an award means a lot to us."

Develop Awards Press Release
Develop Industry Excellence Awards website




endorphin makes a splash in Poseidon

Oxford May 21 2006. NaturalMotion today announced that endorphin was used by Giant Killer Robots to create several character animation sequences for Poseidon, a Warner Bros. production.
Boyd Shermis, VFX Supervisor, said: "endorphin did exactly what I needed it to do. It simulated highly complex character animations, and did so quickly easily and seamlessly."

Poseidon press release



LucasArts deploy euphoria in next-gen Indiana Jones

Oxford April 27 2006. NaturalMotion today announced that LucasArts are deploying euphoria in the upcoming Indiana Jones title on next-gen platforms.
“With euphoria, A.I. drives character behaviors so that there’s a different payoff every time. The depth of this character interaction gives us true next-gen gameplay that you simply couldn’t do with earlier generations of hardware,” said Peter Hirschmann, vice president of product development at LucasArts.

Indiana Jones press release



NaturalMotion announces euphoria

Oxford March 13 2006. NaturalMotion today announced euphoria, a significant breakthrough in run-time animation technology for game play and development on next-generation platforms, including Playstation® 3, Xbox 360™ and PC.
Based on NaturalMotion’s DMS technology, euphoria uses the CPUs of next-generation platforms to synthesize interactive animations on the fly, resulting in truly unique game moments that occur during the player’s experience. Unlike traditional animation playback technology, euphoria is not based on canned data recall, but on fast simulations of the game character’s actual motor control, muscles and biomechanics.

Official euphoria page

euphoria press release

Download endorphin LE
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