SuperGenius makes video games look and play better. Our studio is made up of experienced teams specializing in the 5 primary disciplines of game art: Concepts, Animation, Characters, Environments, and VFX.
We like projects that people don’t think can be sent out of house. Projects that require a team to work with proprietary tools. Stylized projects that require a team who “gets it.” Realtime and prerendered Cinematics that need real cinematography, believable acting and a compelling story. Big Multidiscipline projects with teams of Concept Artists, Animators, Modelers and VFX Artists, all working under a singular creative vision.
Our projects are the ones that require a team of experienced artists who know how games work. Our projects are the ones our clients care deeply about. Our projects are too important to leave in anyone’s hands but the best.
For those of you who don’t know what Skylanders is, we have bad news for you. You are old and are not long for this world.
Double Fine and SuperGenius teamed up to produce a modern classic adventure game. Fans of Day of the Tentacle and Monkey Island rejoice! An age of peace descends on the land. We discover love is a vibration that allows us to traverse the whole of the universe with full awareness and death is simply a habit to be broken. Amen.
We’ve contributed lovingly-crafted animation to nearly every one of Telltale’s games since Sam and Max: The Devil’s Playhouse. They trust us with the really hard stuff, so it was no surprise when they brought us on to help with The Walking Dead. We put hundreds of hours into this series, and we knew it was going to be a hit. But we had no idea that it would shatter all expectations and win over 80 Game of The Year awards!
The Wolf Among Us is a 5-episode series from the creators of The Walking Dead. Based on Fables (DC Comics/Vertigo), an award-winning comic book series.
Forge is the product of three specialty studios: Dark Vale Games, Digital Confectioners and SuperGenius. It’s one of our finest examples of our ability to direct and produce the entire spectrum of game art.
We’ve been working on Super Hero Squad Online for so long that we feel a deep connection to it – as if it were our very own. It’s charming, bouncy, stretchy, wonky, incredibly fun.
SuperGenius and Tell Tale come together once again to make the best game in a genre and succeed.
In Sorcery, players take the role of a young sorcerer’s apprentice, named Finn, and must master the arcane arts in order to protect his homeland. Finn, together with the magical cat Erline, must travel through a strange magical world to save the land from the darkness that has enshrouded it.
When we heard Telltale was bringing back Back to the Future, we got excited. Not just because it allowed us to go back in time and drive the DeLorean, see Doc Brown, and punch Biff in the face all over again, but because we knew we would be working on it.
For many of us, Jurassic Park was the reason we wanted to become CG animators in the first place. We dedicated hundreds and hundreds of hours to making dinosaurs fight and eat people. Just about the best.
The game that almost netted us an Annie Award. We created over 20 minutes of cutscene cinematics for Family Guy: Back to the Multiverse. The game…! Damn you time paradox!
Poker Night at the Inventory is one of those fun projects where we got to cut lose and have some fun with a table of animated celebrities. The game features an all-star cast from multiple games and licenses including The Heavy, Sam, Strong Bad, and Tycho sitting around the poker table telling stories and smack-talking while you all try to steal each other’s money. It is the most fun you can have playing poker that doesn’t involve removing your clothing.
Making Max dance around in Sam and Max: The Devil’s Playhouse was our first introduction to Telltale Games, thus launching many years of collaboration between our two studios. For a year or more it seemed like these two harebrained freelance police were just a couple members of the SuperGenius team.
For Comic Combat we produced about twenty minutes of in-engine cutscenes. At this point we had gained the absolute trust of Foundation 9 developer, Griptonite. They were able to hand off the entirety of cutscene production to us so they could focus on shipping the game. The team at Griptonite was very thankful they could put this part of the project in our capable hands, and not have to stress about it being done right and in time to ship. This is something we aim for with all our clients’ projects.
Griptonite came to us needing about 15 minutes of in-engine cutscenes for their Super Hero Squad game, The Infinity Gauntlet. If you haven’t noticed we seem to do a lot of work with this franchise.
We had 17 animators total on this project who collectively contributed over a thousand hours of their time. We had a very short time to finish a lot of animation, but we did it, solidifying SuperGenius as Telltale Game’s most-trusted external partner.