Abstract geometric pattern made of blue 3D shapes forming waves and grids on a dark background.
Company Logo

Building world-class real-time animation and computer vision teams.

How we’ve helped Cubic Motion and Epic Games scale specialist software, computer vision, and production teams across Europe and North America.

15

+

Positions filled.

2

UK sites supported.

6

Global sites supported.

A leader in real-time computer vision and facial animation, developing tech that enabled ultra-realistic digital characters in games and interactive media. Post-acquisition, the company continued operating under the Epic Games umbrella.

Industry

Technology, Gaming

Discipline(s)

Software, Computer Vision, Data Science, Hardware, Animation, Motion Design

Company Size at Partnership

≈90 Employees

Growth Stage at Partnership

Series B

Brief

Cubic Motion approached us during a period of accelerated growth, when growing their computer vision, software engineering and animation teams was critical to meeting demand on major game and media projects.

They needed specialists across highly technical disciplines, including real-time computer vision, machine learning, graphics engineering, hardware and electronics, production, and animation. These were often in combinations that were exceptionally difficult to find in a single talent pool.

The internal hiring team was under increasing pressure, with rapid multi-site expansion, fierce competition for specialist talent, and earlier engagements with generalist recruiters that had delivered inconsistent processes and limited understanding of their niche technical requirements.

Challenges

Cubic Motion operated in one of the most talent-scarce areas of the gaming industry. Real-time computer vision, graphics engineering and high-fidelity facial animation are niche disciplines, and only a small global pool of candidates met the depth of expertise required.

Competition for this talent was intense. The same profiles were being actively pursued by major games studios and VFX firms, creating a fast-moving market where strong candidates were rarely available for long.

Many roles required hybrid skill sets, like engineers who understood both real-time rendering and vision-based systems, or animators comfortable working in highly technical pipelines. This further reduced the number of genuinely suitable profiles.

At the same time, rapid growth across UK sites placed pressure on internal processes, making it difficult to run consistently deep searches, maintain structured interviews and keep candidates engaged through multi-stage evaluations.

Approach

  • We began by closing several of Cubic Motion’s hardest-to-fill engineering and computer vision roles, rebuilding confidence in external hiring and creating momentum across software, research and animation teams.
  • We introduced structure across the process by standardising job specs, interview processes and assessment criteria.
  • Our account manager coordinated all activity pre- and post-acquisition, streamlining comms and ensuring alignment.
  • We mapped comparable games, VFX and real-time research companies across Europe and North America as required, building targeted pipelines of candidates.
  • SLAs around feedback and scheduling were introduced to minimise delays and keep top candidates engaged throughout technical evaluations.
  • As the partnership extended into the Epic Games acquisition, we proactively sourced for upcoming roles and provided ongoing market intelligence.
}); })();

Delivered a high volume of specialist hires across software, computer vision, animation, hardware and production.

Reduced process bottlenecks by introducing recruitment standardisation.

Helped compete for scarce real-time engineering and animation talent, winning talent over major VFX studios.

Maintained a long-term partnership pre- and post-acquisition by Epic Games.

Let's built your own success story.