The Brief
A whole open world of faces, at film fidelity.
Kingdom Come: Deliverance II needed the faces of an entire open world: more than 300 characters, each with around 40 expressions, from a flicker of doubt to a full snarl. Every one had to hold up in close-up.
The hard part was scale and distance. Warhorse needed that volume captured quickly, with their directors judging quality as it happened — from their own studio, not ours.
The Approach
A scanning studio Warhorse could direct remotely.
We built a dedicated facial-scanning studio and wired it to a fully automated pipeline. Supervisors reviewed each scan live and called for specific expressions on the spot, while actors watched their own performance play back in real time.
Every session processed automatically into clean, structured, production-ready assets — with no manual step between the capture chair and the game engine.
The Impact
An impossible cast, delivered like a production line.
What looked logistically impossible became routine: film-grade facial capture at volume, ready for a remote team to approve on sight.



