Creative outsourcing partner · Games & Animation
Lighting that tells the story
and more...
Lighting | Real-time | Modeling | Compositing | Previs | Supervision | Any software
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NOBODY STUDIO · 02
The studio
A creative studio, run as a collective of artists
Founded in 2020 in Montpellier, France, by Sébastien Chort and Grégory Jennings, both former lighting artists and supervisors at Blur Studio, DreamWorks, Framestore and The Mill.
Our 30 artists are seasoned lighters first, most with a second craft: environment modeling, compositing, previs or FX.
The whole team works on site in our secure studio, and as a worker-owned cooperative we share profits, ensuring stable teams and full involvement in the success of our partnerships.
30
artists on site
27
projects delivered
7h
of final footage
Founders' past credits
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NOBODY STUDIO · 03
Clients · Selected titles
Trusted by the studios behind these titles
Real-time lighting for cutscenes, level lighting and previs on AAA games.
Lighting, environments and compositing on animated anthology series for streaming platforms, and on CG cinematic trailers.
01 · Games
Real-time lighting
In-game cinematics and in-game set lighting are the core of what we do for game teams. Any engine, proprietary ones included.
01
Embed in your pipeline
Your engine, your build, your tools.
02
Previs & layout
Cameras and staging for cinematics, locked before lighting.
03
Light the key moments
Cinematics and levels, from lighting keys to final shots.
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02 · Animation
Offline lighting, sets and comp
For series, features and cinematic trailers, in the renderer your pipeline runs.
01
Environments
Modeling and set creation shaped by the shots.
02
Lighting & look
Pre-calculated lighting, shot by shot.
03
Compositing
Final comp in Nuke, delivered to your specs.
Eligible fiction productions: up to 40% tax rebate (TRIP)
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03 · Recent animation work · 2026
Three recent trailers, one toolset: Houdini, Arnold, Nuke
Marvel’s Wolverine
Environments, lighting and compositing except the snow sequence.
Team 4 artists · Duration 5 months
Watch the trailer →
Highguard · Episode 2
Environments, key lighting, lighting and compositing on every shot except the last shot.
Team 7 artists · Duration 4 months
Watch the trailer →
Secrets of Strixhaven
All set environments of the trailer, matte paintings excluded.
Team 4 artists · Duration 3 months
Watch the trailer →
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NOBODY STUDIO · 09
▶
Watch our R&D demo →
04 · R&D
Stylised look development
An ongoing series of look development tests on stylised rendering, run in house between productions.
01
Distinct looks
Manga ink, painterly and comic-book styles, tested shot by shot.
02
Lighting first
Stylised shading where the light still carries the story.
03
Production-proven
These tests came together in the project shared on the next slide.
Beyond outsourcing · Full production
From brief to final frame: a 90-second teaser in Unreal Engine
On a tight deadline, we leaned into real-time rendering with Blender, Unreal Engine and DaVinci Resolve.
01
Assets built in Blender; Unreal handled the whole production, rigging and animation included
02
Concept-driven look, with camera-projected textures on sets.
03
Mocap shot in Montpellier, live-streamed into Unreal for instant feedback on cameras and blocking
04
Versioning that let several artists work on shots simultaneously, so lighting started while layouts still moved
5
months of production
6
artists at peak
Takeaway
Beyond outsourcing, Nobody Studio can deliver short teasers and trailers up to 3 minutes, with limited character work, handling the work from start to finish.
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NOBODY STUDIO · 10
Undisclosed project · Characters
Characters built and textured from the concepts
No camera projection here: each character was modeled and textured to match its concept, so it holds from any angle, shot after shot.
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NOBODY STUDIO · 11
Undisclosed project · Environments
Environments: concepts projected onto the sets
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NOBODY STUDIO · 12
To allow for different camera angles we painted the areas of the sets where the projection stretched or had no coverage.
How we work
One team, plugged into yours
Communication
- One CG supervisor as your single point of contact
- English-fluent artists, reviews on your schedule
- Tracking and notes in your tools, not ours
- We use the same chat tools as your team
- 4 hours of overlap with Japan, 2 hours of overlap with California
Team & capacity
- 30 artists, on site in Montpellier
- Team size: from 2 lighters to a full team
- Ramp-up time: 1 to 2 weeks
- Stable teams: a cooperative, not a bench
- Lighters first, most with a second craft: modeling, compositing or previs
- Supervised by a team of veterans with international experience
- Any software or render engine, real-time and offline
Security
- Sensitive work stays 100% on site
- Named accounts, MFA, access cut on departure
- ESET antivirus, USB ports locked, no admin rights, managed patches
- Encrypted server
- Your VPN and tools, no external rendering, NDAs for all
- Managed firewall, separate guest Wi-Fi, alarm and video across our premises
On request: a dedicated locked room and a segmented network per project.
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Why Nobody
Adaptable
It’s in our DNA to pick up any software or render engine, for both real-time and offline rendering projects. We don’t just adapt, we actively share workflows and collaborate.
Experienced
After more than a decade working internationally, the leadership makes it a priority for teams to be fluent in English and understand the culture. We blend seamlessly with your team and pipeline.
High Value
Nobody Studio is eligible for the “Tax Rebate for International Productions” (TRIP) program, offering up to 40% tax rebate on eligible fiction productions.
Collaborative
We’re a collective of artists who thrive on close, on-site collaboration. Communication is at the core of how we operate and make decisions. Our partners trust us repeatedly, and we’re proud to build strong, ongoing relationships that grow with every project.