List of Autodesk MotionBuilder Customers
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Since 2010, our global team of researchers has been studying Autodesk MotionBuilder customers around the world, aggregating massive amounts of data points that form the basis of our forecast assumptions and perhaps the rise and fall of certain vendors and their products on a quarterly basis.
Each quarter our research team identifies companies that have purchased Autodesk MotionBuilder for 3D Modeling from public (Press Releases, Customer References, Testimonials, Case Studies and Success Stories) and proprietary sources, including the customer size, industry, location, implementation status, partner involvement, LOB Key Stakeholders and related IT decision-makers contact details.
Companies using Autodesk MotionBuilder for 3D Modeling include: Electronic Arts, a United States based Media organisation with 14500 employees and revenues of $7.50 billion, Epic Games, a United States based Media organisation with 4500 employees and revenues of $5.60 billion, Ubisoft Canada, a Canada based Media organisation with 4000 employees and revenues of $500.0 million and many others.
Contact us if you need a completed and verified list of companies using Autodesk MotionBuilder, including the breakdown by industry (21 Verticals), Geography (Region, Country, State, City), Company Size (Revenue, Employees, Asset) and related IT Decision Makers, Key Stakeholders, business and technology executives responsible for the software purchases.
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| Logo | Customer | Industry | Empl. | Revenue | Country | Vendor | Application | Category | When | SI | Insight |
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Electronic Arts | Media | 14500 | $7.5B | United States | Autodesk | Autodesk MotionBuilder | 3D Modeling | 2007 | n/a |
In 2007, Electronic Arts licensed Autodesk MotionBuilder for motion-capture cleanup and in-game animation on titles such as Def Jam: Icon, FIFA Soccer 07 and NBA Street Homecourt in the United States. Autodesk MotionBuilder was deployed as part of EA's 3D Modeling toolchain alongside Autodesk Maya and HumanIK to improve animation fidelity and runtime character behavior.
The implementation emphasized MotionBuilder’s mocap cleanup and animation editing capabilities with HumanIK retargeting workflows and Maya-based authoring. Configuration centered on consolidating captured actor data, cleaning keyframes and curves, and preparing animation assets for real-time playback and engine-ready formats.
Autodesk MotionBuilder was integrated into EA’s production pipeline to streamline porting of animation data to game engines, enabling more predictable handoffs between capture, authoring and engine import stages. Operational coverage included animation and engineering teams supporting in-game character behavior on the cited titles, affecting motion-capture processing, animation editing, and engine ingestion workflows.
Governance focused on standardizing pipeline handoffs and asset preparation policies to maintain consistency across tools when moving animation data through Autodesk MotionBuilder and adjacent authoring systems. The integration aided accelerated production of realistic character animations and improved runtime character behavior as reported for those games.
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Epic Games | Media | 4500 | $5.6B | United States | Autodesk | Autodesk MotionBuilder | 3D Modeling | 2011 | n/a |
In 2011, Epic Games implemented Autodesk MotionBuilder as part of its art and cinematics pipeline for Gears of War 3 in the United States. The deployment focused on animation and rigging workflows within the game development organization, supporting facial rigging and cinematic animation tasks.
Autodesk MotionBuilder, categorized as 3D Modeling, was used to rig faces and animate cinematics, providing animation playback, keyframe editing and pose management capabilities consistent with the application class. The implementation centralized animation workflows and provided a dedicated environment for motion editing and character animation.
MotionBuilder interoperated with 3ds Max, Maya and FBX for model and animation interchange, enabling Epic Games to move assets between modeling, rigging and animation tools without rework. That interoperability positioned MotionBuilder as the animation hub that coordinated asset exchange and FBX exports for engine-ready cinematics.
The rollout impacted art and cinematics teams on Gears of War 3, formalizing handoffs between modeling, rigging and animation functions and centralizing versioned animation assets. Epic Games increased cinematic output and improved pipeline efficiency as explicit outcomes of the Autodesk MotionBuilder implementation.
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Ubisoft Canada | Media | 4000 | $500M | Canada | Autodesk | Autodesk MotionBuilder | 3D Modeling | 2009 | n/a |
In 2009 Ubisoft Canada used Autodesk MotionBuilder in its game animation pipeline to clean up motion-capture data and produce cut scenes and fight sequences for Assassin's Creed II, applying the 3D Modeling application to core animation production tasks. Ubisoft Canada positioned Autodesk MotionBuilder as a central tool for game development and digital content creation within its Montreal studio, focusing on character animation and cinematic sequence assembly.
Autodesk MotionBuilder was employed for motion-capture cleanup, retargeting workflows, and interactive animation iteration, leveraging real-time playback and scene assembly capabilities typical of the 3D Modeling category. The implementation emphasized mocap retargeting and animation editing to enable faster iteration on complex character moves and to support production of choreographed fight sequences and narrative cut scenes.
The MotionBuilder implementation was integrated alongside 3ds Max and Autodesk HumanIK, creating a connected DCC pipeline for rig retargeting and downstream scene assembly. Integration points centered on transferring cleaned and retargeted character animation from MotionBuilder into 3ds Max assets, and using Autodesk HumanIK for procedural character pose and skeleton mapping within the animation workflow at Ubisoft Montreal in Canada.
Governance and workflow changes focused on embedding MotionBuilder into the studio animation pipeline, standardizing mocap cleanup and retargeting practices across animation and cinematic teams, and accelerating iteration cycles for sequenced content. The project improved productivity and cinematic quality according to studio reporting, with MotionBuilder providing a repeatable workflow for complex character animation in Assassin's Creed II.
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