When Skive’s sizeable British Army campaign invaded our offices, we pulled out the big guns to deliver one of our most epic projects yet.

A complex mix of full CG linear pieces, real-time 3D game assets and cubical panoramics presented us with a challenging mission that we chose to accept. Involved from the start, we carried out consultancy for Skive, highlighting technologies and technical issues when attempting to seamlessly blend shot footage with CG elements and online.

The value of this advice was exemplified by our very own special forces operative Jules Stevenson, who was flown out to the Kenyan desert to act as CG supervisor for the digital shoot. Part of his brief there included capturing high dynamic range (HDR) images for accurate recreation of the shoot lighting back in CG.

A major part of this operation was the production of visual assets for Unity Games. Unity’s next-generation framework gave us the opportunity to produce extremely cool-looking and realistic-to-play games that offered a new level of versatility to users. They used a mix of photo-real CG sequences and high-quality interactive game assets, and could be played on the web, on the iPhone, on a PC, on a Mac, downloaded independently... or any other way you care to mention.
This diverse project gave us the chance to flex our technical muscles. We integrated CG into live-action footage, married online CG up to live-action commercials, and created an accurate representation of real military hardware. We then gave birth to real-time, 3D environments with props and sets in flash, before unleashing real-time, 3D first-person adventures in flash.
Skive/ Kettle

Emma Murphy

3D Supervisor:
Jules Stevenson
3D Artists:
Neil Canterbury
Alex Dorman
Dan Prince
Nic Groot Bluemink
Peter Boeykens
Matt Morris


Jules Stevenson
Peter Boeykens