Motion Capture & Realtime Systems

Services

We help studios, agencies, artists and researchers create games, immersive experiences, XR applications and interactive media. From performer sourcing and motion capture to realtime deployment and final delivery, WREC provides complete production workflows tailored to the needs of each project.

Inertial Motion Capture

Portable full-body capture with minimal setup. Available on location with technician. Large capture volumes, fast turnaround and limited cleanup.

Optical Motion Capture

High-fidelity optical capture for up to four performers. Raw or processed delivery, with facial tracking available on request.

Markerless Motion Capture

Low-threshold capture without suits or markers. Lower precision, but extremely fast and useful for research, prototyping and early-stage production.

Bespoke Realtime Pipelines

Custom workflows from concept to result, including advanced realtime pipelines for XR, games, installations and interactive products.

Digital Twins & Spatial Capture

Capture spaces, objects and environments for games, XR, simulation and realtime applications, using laser scanning, photogrammetry and Gaussian Splat workflows where useful.

Performers in optical motion capture suits
Optical and inertial capture workflows for performers, characters and realtime systems.

Why WREC

Capture Anywhere

Studio-based or deployed on location, depending on the needs of the production.

Network of Performers

Access to actors, dancers, martial artists and movement specialists for capture sessions.

Realtime Expertise

Unreal Engine, XR deployment, Live Link and realtime production workflows.

Beyond Capture

Retargeting, data cleanup, technical supervision, performer coordination and production support.

Rooted in CREW

WREC builds on expertise developed through CREW's artistic productions, research activities and European innovation projects. This foundation allows us to combine established production workflows with experimental approaches when projects require something beyond standard solutions.

XR performer capture and embodied interaction research
Realtime systems developed through CREW's artistic productions and research projects.

We Work With

We work with small teams as well as larger cultural, research and production partners.

Game Studios

XR Developers

Creative Agencies

Research Institutions

Performing Arts

Motion data for games, XR, research, performance and realtime production.

Pipeline

Motion capture is only one part of the process. WREC combines performers, capture technology, realtime systems and production expertise into complete workflows that move efficiently from concept to deployment.

Performers

Movement direction, performer sourcing and session planning.

Capture

Inertial, optical or markerless workflows depending on the project.

Processing

Cleanup, solving, retargeting and preparation for delivery.

Integration

Realtime engines, character rigs, XR systems and interactive pipelines.

Deployment

Games, XR, installations, live systems or production-ready exports.

WREC pipeline: performers, capture, processing, integration and deployment

Contact

Based in Brussels, with activities throughout Belgium and neighbouring countries.

Motion capture, digital twins and realtime systems for games, immersive experiences, XR and interactive media.

We work in English, French and Dutch.