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Case Study
In The Spotlight
developed by
A co-op horror game like no other… Play with 1-4 players online as you solve puzzles, collect items and run from the horrors that lie within. Follow in the footsteps of Joan in the story mode or tackle procedurally generated maps that scale with your level and bring a fresh experience each game. Winner of the VR Game of the Year at the 2023 Steam Awards.
9/10
The Goal & The Outcome
For their co-op horror game Labyrinthine, Valko Studios needed a trusted partner who could deliver high-quality characters, rigging, animation, and trailers under tight deadlines.. They needed a team who could not only handle complex technical requirements like optimisation and fluid animation cycles, but also deliver the atmosphere and intensity the game demanded.
With our obsession for horror games and experience shipping quality assets at speed, MLC Studio was the perfect fit to help keep players on edge and make Labyrinthine the award-winning scare-fest it has become. Both trailers drew significant attention – with 54k views for early access and 56k for full launch – helping to fuel the game’s popularity. With over 11,000 Steam reviews rated “Very Positive” and a 9/10 score, Labyrinthine went on to win VR Game of the Year at the 2023 Steam Awards.
Services Included
Risk Elimination
For Labyrinthine, the challenge was ensuring animations were both highly optimised and immersive for a co-op horror experience. Enemy kill actions and player reactions had to be animated simultaneously, syncing smoothly in both first-person (for the victim) and third-person (for other players). This required technical precision to keep gameplay fluid and believable. Combined with the need to deliver the first trailer in only two days, Valko relied on MLC’s expertise to ensure the work was both technically sound and terrifyingly effective.
How We Delivered
Phase 1 – Creature Animation
Every creature in Labyrinthine needed a cohesive animation set while maintaining its own unique identity and behaviour. MLC Studio was given creative control to explore different forms of horror – from Deadspace-inspired body mutilation to grotesque supernatural kills. Each creature used its own “tools” to brutally dispatch players, resulting in unique, terrifying encounters.
The animation set included walk, run, and both front- and back-facing kills. We began with idle animations to establish personalities, then progressed through blocking passes in stepped interpolation to define key poses, weight, and synchronisation with player actions. Once approved by Valko Studios, we refined the animations in spline, tackling challenges like gimbal lock, IK/FK switches, and floaty motion.
The final polish added critical lifelike touches – jiggle effects for large enemies, grounded hand and foot contacts, and expressive facial movements. Kill animations were carefully synced with player reactions in both first-person (victim) and third-person (observers) to avoid motion sickness while keeping reactions impactful. This close integration elevated tension and ensured the horror felt authentic from every perspective.
Phase 2 – Oni Character Production
Alongside creature animations, MLC Studio developed Oni, a unique character for the game. Starting with a client-provided concept, our artist collaborated on the final design sheet before modelling in ZBrush from a scan-based base mesh. The sculpt was refined for anatomy, with props and clothing built in Blender and Marvelous Designer. Retopology was performed for optimisation, with textures authored in Substance Painter.
For the hair, we used guide splines replaced with planes and alpha textures, delivering a performant and flexible asset. Oni was approved and delivered game-ready for integration in Unreal Engine.
Phase 3 – Trailer Production
MLC Studio also supported Valko Studios with trailer production across Labyrinthine‘s lifecycle. The early access trailer was turned around in just two days, combining in-game capture with player reaction footage to showcase both gameplay and horror impact. Later, for the full launch, we storyboarded and captured gameplay footage (with cinematic shots provided by Valko) to create a polished marketing trailer.
Why we loved this project
We’re a horror-game-obsessed team, so working on Labyrinthine was right up our street. It quickly became one of those projects you just knew players were going to latch onto – and the reaction since has been incredibly exciting to see!
The Team
Max L – Producer
Rob M – Animation Lead
Elliott C – Trailer Producer
Ludmila S – Concept Artist
Sam D – Concept Artist
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