Snowstorm
50 unique motions — harsh weather, minimal visibility.
I'm Kieren — founder of Moonjump, an indie studio in Canberra, Australia. Most of my time goes into our debut title and the in-house Starlight Engine powering it. On the side: motion capture and tutoring frontier vision models at xAI.
An unannounced title backed by Canberra Screen and Games Fund — running on Starlight, an in-house engine purpose-built for it.
Backed by the inaugural Canberra Screen and Games Fund. Heading to PS5, Steam, and Switch.
Inaugural recipient — early-stage development support announced March 2026.
The engine targets console and PC from the metal up — not late-stage ports.
Raylib-based, rebuilt for console. Custom renderer, ML-driven locomotion, and every layer chosen — and written — to fit the game we're making.
SSAO, volumetric lighting, skeletal skinning, and a deferred pipeline tuned for the look of the game — not the average.
Full control of the render loop, asset pipeline, and platform layer — small surface, deep customisation.
Mocap data feeds a learned animation system — natural transitions, contextual gait, no clip libraries to maintain.
Helping shape how frontier multimodal models understand the visual world — turning two decades of motion-capture intuition into structured feedback.
A cross-section of recent client deliveries, shipped motion sets, and long-form productions.
Recorded, cleaned and edited ~820 unique animations for the critically acclaimed standalone release.
50 unique motions — harsh weather, minimal visibility.
48 motions — UE5 trailer, ik_handgun-aligned interactions.
52 motions — NPC blunt-weapon prop interactions.
Multi-stance mocap recorded and edited for a UE5 soldier character select screen.
Motion capture for internal Mercedes development of the MBUX in-vehicle system.
Large-scale capture for a project under NDA. Details on request.
The same volume that captures performances for Starlight powers the occasional client project. Owned, maintained, operated end-to-end.
An Optitrack-powered volume tuned for high-fidelity body capture and rapid iteration.
Custom motion sets, performance capture, character previs, or a chat about your mocap pipeline — happy to talk.