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.
Portable full-body capture with minimal setup. Available on location with technician. Large capture volumes, fast turnaround and limited cleanup.
High-fidelity optical capture for up to four performers. Raw or processed delivery, with facial tracking available on request.
Low-threshold capture without suits or markers. Lower precision, but extremely fast and useful for research, prototyping and early-stage production.
Custom workflows from concept to result, including advanced realtime pipelines for XR, games, installations and interactive products.
Capture spaces, objects and environments for games, XR, simulation and realtime applications, using laser scanning, photogrammetry and Gaussian Splat workflows where useful.
Studio-based or deployed on location, depending on the needs of the production.
Access to actors, dancers, martial artists and movement specialists for capture sessions.
Unreal Engine, XR deployment, Live Link and realtime production workflows.
Retargeting, data cleanup, technical supervision, performer coordination and production support.
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.
We work with small teams as well as larger cultural, research and production partners.
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.
Movement direction, performer sourcing and session planning.
Inertial, optical or markerless workflows depending on the project.
Cleanup, solving, retargeting and preparation for delivery.
Realtime engines, character rigs, XR systems and interactive pipelines.
Games, XR, installations, live systems or production-ready exports.
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.
Email info@wrec.be
Phone +32 473 74 01 33