CAPTURE SERVICES
From single-performer indie sessions to 20+ performer 175-camera cinematic volumes, HOM delivers clean data, on schedule, for games, film, TV, and commercial.
PERFORMANCE CAPTURE
Games · Game Cinematics · Film · TV · Commercial · Live Broadcast · Sports · Animal Capture · Unreal Engine
From single character to large multi-performer ensembles, we have multiple stages to chose from, all using our same infrastructure, to address your capture needs and deliver clean data to your pipeline — on schedule:
· Hollywood: Chaplin Studios (54 cameras, 60'x30'x20' historic sound stage w audio sync). 15+ performers.
· Los Angeles: The Show Room, mid-size (50 cameras, 40'×25'x12' w audio sync and VP wall). Up to 8 performers.
· Santa Monica: Rebound Sound, compact (16 cameras, 12'x12'x10', w audio sync). Up to 3 performers.
· Austin, TX: Stray Vista Studios (54 cameras, 50'×30'x20' dedicated sound stage w audio sync and VP wall). Up to 15 performers.
All stages Unreal Engine capable.
Other capture options:
· Park City, UT: (175 cameras, 120'x60'x20' for 20+ character ensemble). Some assembly required.
· We travel to you: North America, Europe, India, and SE Asia...anytime, anywhere.
VIRTUAL PRODUCTION
LED Wall · Unreal Engine · In-Camera VFX · Austin & L.A.
Austin, TX stage at Stray Vista Studios. Premium LED virtual wall, real-time Unreal Engine integration. In-camera VFX, virtual scouting, performance capture with live digital environment. Serves: Film · Games · TV/Streaming · Commercial/Branded Content.
Downtown L.A. at The Show Room. Similar features and benefits as the premium virtual wall in TX, but at a smaller scale and more accessible for those preferring to be in Los Angeles.
remote, Travel & On-Location Capture
North America · Europe · India · Southeast Asia
With remote-directed production, you don't have to be in the room. HOM's distributed stage network supports fully remote-directed sessions so your director, animation supervisor, or others can connect via live video for real-time review and live performance feedback while the capture happens. No travel required. Not having to get on a plane is another one of the reasons clients from around the world book HOM stages.
When the stage needs to come to the production, HOM travels. We have executed on-location performance capture across four continents—using our equipment, or yours, bringing the same premium quality pipeline and technical expertise to your environment. Live film sets, animal capture, large-scale sports sequences, live broadcast, and productions where moving to one of our stages simply isn't an option.
Wherever the work needs to happen, we make it happen.
flexible solutions
Right-Sized for Every Budget
HOM 4.0's core differentiator: access to the same premium quality pipeline at every budget level. Indie studios book the compact stage for a half-day. AAA studios book the Hollywood sound stage for two weeks. Same quality. Right-sized scope. No minimum volume.
We've built our stage network and production model specifically so that a three-person indie team can work alongside the same pipeline that delivered Mortal Kombat and Call of Duty. Half-day compact stage sessions are designed to fit independent production budgets. We'll tell you exactly what your budget can accomplish in a 15-minute conversation. The technology doesn't change. The scope does.
pricing
Flexible Pricing Tiers
Performance capture pricing depends on multiple factors, including stage size, session duration, performer count, post-processing scope, and what your real needs are. Because there are so many variables to consider with each unique production, a single number doesn't serve anyone well.
However, what we can tell you is:
· Sessions are scoped to your production's needs—half-day to multi-week, single performer to full ensemble, 2 days at stage X with 3 days at stage Y.
· Regardless of production size, all stages use Vicon optical cameras, the same pipeline, and quality standard.
· Our new Genesis markerless option adds another cost-efficiency pathway—faster setup, no suiting overhead—for productions where optical-grade precision isn't the primary requirement.
Call us. Once we understand your project needs we will match a production model to your budget.
PIPELINE & POST
Engine-Ready
Cleaned, retargeted, engine-ready animation data for UE5, Unity, Maya, MotionBuilder. Games: engine-ready character data. Film/TV: VFX pipeline handoff. Commercial: post-production workflow match. HOM's refined pipeline and post processes ensure consistent premium quality results regardless of stage used.