Building worlds from dreams and securing futures with teamwork
Grinberg Games Inc. is a multimedia partner business creating software, artwork, and entertainment and educational content.
We are a creator-run remote studio providing contracting, freelance, and individual full-time services to AAA, indie, animation, and tech companies for all the services listed below.
We work remotely but can work hybrid, locally, and travel for longer term opportunities that may require it. When not on a project, we develop proprietary tools and original projects with the goal of developing an independent identity, pipeline, and work stream and to - overtime - hire individuals to contract on third party & partner projects, with the appropriate support from said companies to enable us to employ the individuals. We value and apply every experience and collaboration to help ourselves and our partners gain experience and connections, and to show their skills.
We work with companies, contractual agencies, and indie creators.
✓ Animation
✓ Programming
✓ Technical Art & 2D/3D Design
✓ Consulting, Playtesting, QA
✓ Modding
✓ Unreal Engine & UEFN
✓ Unity
✓ Maya
✓ Blender
✓ Zbrush
✓ Substance & Adobe Creative Suite
✓ Ai development for pipelines & robotics, excluding gen-ai for 2D, videos, & audio
We do it all and more.
At GGI, everyone is a partner, not an employee
• Technical Art & Animation
• Concept Art & Illustration
• Playtesting
• Pipeline & Software Development
• Consulting
• Education & Mentorship
Companies and Teams Supported
EA
Epic Games
WB Games
Ubisoft
Xbox
Playstation
Enechawet Games
Phantastica Games
Strawberry Fields Interactive
Dark Slope
Tegus
AlphaSights
Netflix
Athabasca University
CG Pro
Vertex School
Games For Love
OddBot Studios
Disney
The Jim Henson Company
Halbot Studios
Shifty Eye Games
Agora Studio
FTS
GL
Brick Works Academy
NBC
Universal Jr.
Nickelodeon
Peacock
Amazon
Monogrid
FanExpo Canada
Toronto ComicCon
JusticeCon
TA
Franchise Contributions in Games
• Testing
• Consulting
• Tech Art
• Animation
• Technical Animation
• Concept Art
• Education
Areas of work are usually different/contract-dependent. Opportunities provided through internal and agency contracts, freelancing, and full-time. We can accommodate for your project's needs and timeline, whether you're working on something short term, long term, independently, or with a third party.
DC
Marvel
Star Wars
Battlefield
NHL
Madden
MLB
Skate
Far Cry
Rainbow Six Siege
TMNT
Fortnite
Halo
F1
Transformers
Mamo
Unannounced Phantastica Games Title
Avatar: The Last Airbender
Call of Duty Mobile
Lego
Grinberg Games Inc.
Harry Potter
Mario vs Rabbids Sparks of Hope
Dead Space Remake
EA Sports App
FF
House of Lies
Unannounced Shifty Eye Games Title
Animated Series Projects
Babblebop
Tiny & Tall
OddBot/Jim Henson Company Project
Original Projects
The Seasons Of Fantasy - New Earth: Vanishing Hope
From concept to launch, we provide affordable services to partner with you in any singular or varied capacity, whether it's Technical, concept, or comic art, QA & consulting, animation, and coding for gameplay, pipelines, or security frameworks.
Helping indie developers navigate the complexities of funding and bringing their vision to life through close, and personal collaboration for developing detailed, and concise presentations, vertical slices, artwork, and narrative design.
T.S.O.F. Pitch
Watch the first pitch presentation for our original franchise "The Seasons Of Fantasy".
Reels and trailers from games I contributed to as an individual in one or more areas such as Technical Art, animation, programming, concept art, educational content, or testing. Before starting my career and throughout it, I was focused on modding, getting coop opportunities, and personal development.
I gained the experience I needed with proprietary engines, industry-standard tools, and testing - especially on games from studios I wanted to work with and ended up working with. Since founding GGI in 2019, all work and experiences, from testing to development, have been applied to my personal development, and the growth of GGI as a contracting, partnership, and outsourcing business. Not all the game trailers represent the specific content contributed to via individual, team, or group testing, consulting, and/or otherwise; they are only referential with some or most of the pre-launch and/or post-launch content contributed to, and as support/appreciation toward the products and experiences.
Sporadic support through contracts for content and assets of original Fortnite designs and IP's, both for new seasons, and in addition to content from previous seasons. Unreal Engine and Fortnite & UEFN, for animation & technical animation, sidekicks/pets, technical support, some concept design, and teaching through partner platforms - including creating/providing new educational documentation. Early years consisted of coop, internships, career programs, and referrals. I had been modeling, animating, and coding on my own at the time and shared some of my personal work with Disney Interactive and EA, via email, and LinkedIn. These experiences spawned discussions about post-studies opportunities, and eventually led to interviews, internships, testing, and hands-on learning and design input. Below are videos from all the games I've worked on, tested for, or both - internally and externally, sometimes during the same contract or time, and at other times, pre and/or post-launch. Due to having primarily been a contractor and freelancer I have not been an internal employee with some studios as agencies and other departments & connections handle outsourced work, but it has been a mix of both with most of them. Even when testing, both remotely and in-person, I always "pushed" to be on the technical or design side during the same opportunity or later by creating additional, thorough reports speaking from the perspective of players and as a developer, and applying the steps that would need to be taken in Unreal to solve certain issues or add new features. These steps would be outlined for use with Unreal and how to apply them to proprietary engines. These opportunities have now enabled me to develop my software to enhance pipelines for my projects and others, both in AAA and Indie, while sharing my progress and demo's with former, and current co-workers.
Testing-oriented work has not been done since 2023/2024, but it's still incorporated into workflows toward supporting QA/QC with any team I work with, and consulting & teaching are always necessary, as separate work, and inclusions. The majority of my work has been focused on Tech Art, programming, and animation, while testing and consulting has varied by often focusing on all areas rather than one or two within a specific department, game or application portion, etc. Through all my work I've provided highly thorough and technical documentation and reports, always outlining player interests, and best practices toward fixing specific bugs or implementing new features via Unreal Engine or applying the same steps within a proprietary engine.
Technical Art/Animation & Software Development - Integration and Support for ARkit, Trackerless mocap, MetaHumans, & Control Rig advancements, including Android compatibility
Testing, consulting, & Technical Art - internal and external testing and consulting, outsourced for the skybox, dynamic weather/day-night system, and general lighting & FX pertaining to stylized realism, dynamic/unique conversation & animation libraries for character-respective interactions, and optimization for Unreal
Testing, consulting, & Technical Art - external testing and consulting for general lighting, procedural animation, house-specific interactions and progression, and optimization for Unreal for PC and handheld ports
Testing & consulting - thorough bug reporting and resolution for severe character issues that broke some gameplay and/or progression, post-launch through to Spider-Man
Support these projects I briefly supported for Unreal Engine and Unity consulting and implementation for character rigging, inventory, and physical animation
C&C Creative Suite/Mod Transfer, Robotics, & Virtual Production
COMING SOON - IN DEVELOPMENT
The Ultimate Tool for Creators, Animators, and 3D Designers!
Reduce time spent on motion capture, rigging, creating hair and fur, updating your game and modding your favorite games in real-time while it's running, and fixing technical issues.
Powered by locally trained and user-input-based AI, instantly create rigs from images and videos (including links) that you import. Additionally, never spend time again on creating and grooming hair/fur because C&C can also generate cards, fibers, and more based on image and video references! Using prompts is available as well, but exists solely for specification. C&C has been developed to rely 99% on user-selected visual references.
Co-Developer Coffee Assistant
Use our AI chatbot to help you organize, add, delete, duplicate, troubleshoot AND fix issues, and more, all within C&C. Experiencing a bug? Ask Coffee Assistant to perform the action for you and to fix it, without altering the infrastructure or taking creative liberties.
Feel motivated, and most of all, have fun building, modelling, animating, and modding with non-intrusive AI features! Combine AI into your workflow while maintaining complete control and being able to cut the tediousness.
Important Note on AI Usage
Generative AI for creating images, videos, 3D models, and audio will never be part of C&C. Each feature using Ai requires original references and does not rely on nor require a network connection. C&C cuts the hair-pulling while ensuring you maintain complete control. Rigs are generated by using existing meshes and joint objects to trace videos and images based on your inputs/imports/pasting.
One-Time Purchase
No subscriptions. No credits. No tokens. Buy once, own forever.
Supported Engines & Apps
Unreal EngineBlenderUnityMayaGodotAnd More
Mod Transfer
Mod Transfer is part of the C&C suite of tools but will be released as a separate application for modders and game developers. Mod Transfer contains the biggest standout features that allow creators to perform instant retargeting, post processing and lighting adjustments, replacement, and creation, asset extracting and re-implementing, and more - with each change being "buildable" to become a permanent update to any released game or unreleased/engine-based-exe in Unreal, Unity, and other project folders. Additionally, this highly streamlined and unique pipeline works with any 3D application for non-game projects as well. Among many other features such as injecting developer functionality so any game receives custom features that provide the modder or developer with instant cinematic controls. Mod Transfer will be part of the C&C release as well and can work in tandem with the unique LOCAL ai-driven motion capture and other features.
*Images shown do not represent the final look as the application is consistently in development, currently without a team. Video overviews and updated images to be added accordingly.*
Post-Processing & Remaster Styles
• Real-time GPU-level PostFX via DX11 Present hook
• Tone & color: exposure, contrast, saturation, gamma, white point
• Bloom, vignette, depth of field, film grain, chromatic aberration
• Sharpening (AMD CAS), clarity, color temperature, hue shift
Grinberg Games Inc. is expanding into robotics simulation and hardware interfaces. This separate module of the C&C Suite allows for real-time control, visualization, and programming of robotic arms, drones, and automated systems within industrial or cinematic pipelines.
Simulation & Control
• Real-time robotic arm simulation (6-DOF+)
• Inverse & forward kinematics solver
• Joint limit enforcement & collision detection
• Trajectory planning & path optimization
• Servo & motor parameter tuning
• Drone flight path & waypoint programming
Hardware & Communication
• Serial (UART), I2C, SPI communication
• Arduino & Raspberry Pi integration
• ROS / ROS2 bridge support
• Sensor data visualization (IMU, LIDAR, depth)
• Real-time telemetry & diagnostics dashboard
• Firmware upload & OTA update support
Visualization & Pipeline
• 3D viewport with wireframe & solid rendering
• URDF / SDF model import
• Cinematic camera integration for virtual production
C&C is not a full-fledged game engine but is fully compatible with all current and industry-standard applications. Updates will be posted here, on YouTube (GrinbergGamesInc), and LinkedIn.
If you'd like to further support my endeavors and GGI, you can donate via the Donate section below. If C&C looks and sounds like a tool that can improve your workflow - let's talk! You can try the 7-day free trial before purchasing and/or deciding to collaborate.
QA, TESTING, CONSULTING
Whether you need remote testing, in-person or hybrid QA - we support teams of all sizes for tech and media of all kinds, whether you're working indepedently or as a group. We bring 11 years of professional experience toward ensuring a polished process, and launch. As gamers, we employ rigorous testing methods through an ideal balance of using your tools and developing new ones. Every path and result is taken into account and documented. QA & testing has been part of almost every team we've worked with, both as an inclusion, and the focus. Trailers of games we supported through testing and on-and-off support in tech & design are in the Trailers section.
Education, Memberships & Support
Learn detailed and unique concepts, techniques, methods, and more in Unreal Engine, Blender, UEFN, Substance Painter, Zbrush, Photoshop, and Krita! Additional software and tools can be requested. Take part in 1-on-1 and group sessions, private tutoring, Game Jams, lengthy videos, and live sessions. Current education partners include CG Pro, Vertex School, Games For Love, and Epic Games.
Support The Journey
If you enjoy the content, the tools, or the mission of Grinberg Games Inc., consider supporting future development. Your contributions help keep C&C and GGI alive. Thank you.
Member system is in development. Each subscriber will be contacted immediately with course and file access. Reach out to the email at the bottom of this site if you encounter any issues.
Photo Manipulation: Compositing, drama-based matte painting, creating textures from photos.
3D Integration: Using 3D blockouts for 2D paintovers, texturing 3D models.
Each subscription and separate purchase comes with the detailed documentation accompanying each lesson, plus, a free 300-500+ page book related to the content whether it's coding, art & design, and more. Digital books include my graphic novels and comics.
By subscribing or purchasing, you are also directly donating to Grinberg Games Inc. (GGI). You can choose to keep your subscription active to receive continuous benefits and support our journey, or treat it as a one-time donation by cancelling anytime. Your contributions keep C&C and GGI alive.
Watch the video, starting at 19:18, for all casting details, and watch the full video for the complete project & universe pitch. The cast can choose to voice more characters and contribute to their characterization. More details coming overtime. The Kickstarter and Indiegogo pages will be setup after the first cinematic animated short has been completed.
Alien Isolation is one of those games that are made to be interactive movies and it excels in that realm, arguably more than any other movie licensed game because it does not take creative liberties that hinders the franchise. The appeal of horror and the Alien franchise, especially in games, is the atmosphere and sense of clausterphobia. The films themselves are akin to "Metroidvania's" on a cinematic level and in regards to expertly utilizing limited set pieces mixed with meaningful action. Tension done right can create the content and only the best horror films and games understand that.
Alien Isolation is the perfect example of that. You are the prey being hunted by "the" Xenomorph and you quite literally cannot make any noise, otherwise you will not survive. The game utilized a feature that is admitedly niche but all the same - surprisingly not utilized in many other games. In the settings you can enable voice detection which will enable your mic to be detected in the game and the Xenomorph will hear any and all of your real-world sounds.
Going back to my point about utilizing atmosphere and suspense to create content - horror is the ideal genre for this and over the years, games have surpassed films as the go-to immersive media, especially in horror. Alien Isolation still stands as the best example of this and rightfully has been used as a template for other horror games since in terms of confined gameplay, and proper use of the notion that games are interactive films, unlike other blockbuster gaming franchises that focus on cinematic quality that takes control away from the player.
Arma 3
★★★★☆
Arma 3 introduced myself to the tactical/military/squad-oriented gameplay and its innovative custom content creation tools sparked my interest for modding. Since playing Arma 3 for the first time years ago, I have had a consistent itch for physics-oriented gameplay that seamlessly blends realistic animations, and tactical gameplay.
Other titles such as Rainbow Six Siege and now even Fortnite offer similar and, in ways, expertly evolved gameplay in those areas and integrated community driven content creation, through modding and other means such as UEFN, has continued to sky rocket since. Arma 3 in its current state has been overshadowed by other tactical and squad based games that have released over the years, but its Pubg-esque tactical gameplay combined with Crysis-esque graphics make it stand out as a unique, somewhat stylized tactical shooter.
Batman: Arkham Asylum
★★★★★
Batman Arkham Asylum revolutionized the superhero action genre, bringing superhero and licensed games into a completely new, modern, and fresh era - spearheading and fast tracking the game industry as we know it due to its innovative physics, combat, visuals, and storytelling. To this day, no other game has been able to perfectly capture and balance the stylized nature of comic books and graphic novels while maintaining realism that doesn't conflict with a darker and more "illustrated" style.
Franchise reboots are often and movie sequels and spinoffs created as games are often regarded as a slippery slope, and most of the time that has been proven to be true due to a lack of enthusiasm, and resources within a company environment. Arkham Asylum was and still is the Batman 1989 and Sam Raimi's Spider-Man of gaming. It revived not only the Batman franchise in gaming, but felt like a spiritual successor and even soft reboot of the Bruce Timm Batman universe due to much of the original cast returning to reprise their iconic roles.
Although several games spawned after Asylum, no other entry in the series or superhero game have been able to capture the unique and groundbreaking blend of action adventure horror that Asylum brought to the table, in addition to having completely reshaped the gaming industry from a technical standpoint, and cementing games as the ideal multimedia storytelling format. Arkham Asylum's gameplay is clunky in comparison to its sequels, but in terms of atmosphere - no other title has quite been able to make you "feel" like Batman.
Batman: Arkham Knight
★★★★☆
Ah, Batman Arkham Knight. What a beautiful perfect oddity. Looking Batman on Arkham Knight feels almost like a dream, because it's one those games that feels like it shouldn't exist. Aside from Red Dead Redemption 2, no other game since Knight's release in 2015 has pushed the visuals to the same insane level of quality, but this quality did not come without performance issues as Knight's release - specifically on PC - was a disaster for many. But since then, the issues have been resolved, at least for the most part, and the title continues to stand the test of time both visually and gameplay-wise.
Running on Unreal Engine 3, it pushed the engine to its absolute limits, and it is one of the very few games that cannot be remastered, because it is not only gorgeous, but looks better than practically all games that have followed its release. Straying away from the more stylized comic-esque style, Knight brings players into the first open world Gotham in its entirety since Lego DC Superheroes, and although it is not as vast, it makes up for that by offering unique, and easily differentiable sections of Gotham, each with a plethora of details and easter eggs that even after 10 years players are still discovering new details honoring the source material, and expanding on the universe.
Knight's story on the other hand was very bloated and although not the worst narrative from the persepctive of a casual fan, it was very generic and disappointing for those who could see the twist coming before the game even launched. But setting the direct writing aside, Knight excels in visual storytelling. Each area, structure, and creepy side quest bridges the gaps between all the history we did not get to witness and the present while honoring Batman's entire legacy by offering the largest amount of playable costumes, and for the first time, the Batmobile, the franchise has ever seen.
Knight perfected its free flow combat and yet again broke ground within the action adventure, and superhero gaming genres. Knight had an abrupt cut off of new content, aside from recently being released on the Switch where it very much struggles to run but is still fun to play nonetheless, and was accompanied by a surprise release of The Batman 2022 costume, but unfortunately without the new batmobile. Though, modders doing gods work as always, have added it and so much more content which has been giving Knight the extended lifespan it deserved. Overall, from a gameplay and graphical perspective, Knight was the perfect finale to the mainline Arkhamverse games, and it still contains an infinite amount of replayability after completing, and replaying the primary, and season pass content.
Transformers Galactic Trials
★★★★
This game is an ADHD Transformers/racing/arcade gamers dream.
I'm someone who loves variety but also simple experiences (roguelites, metroidvanias, arcade shooters, racers), and as someone who grew up playing basically only those types of games, and especially combative racers like shrek racing, Mario Kart, Cars, and being a psychopath in EA Nascar by always intentionally driving in the opposite direction to destroy the other racers - galactic trials simultaneously satisfies my desire for a new Transformers game + arcadey/combative racer.
These types of games give me a nerdgasmic dopamine rush I just can't explain. Over the years I went from playing practically only RPG's and open world games to being bored or empty open worlds and racers with a singular core loop built on sports simulation. Galactic Trials doesn't have a ton of content but let's look at the facts - racing games and arcade shooters don't need much. These are games to pick up and play when you need a break and the almost constant switching between racing and combat satisfies my impulse to have a blend of both.
The Cybertron games deserve to be on steam (although emulation exists for a reason so, just saying) but for now this feels like a nice in between for those of us that grew up on those games and racers, and want something that feels like a spinoff, which this does. Transformers One made me want a transformers racer with the same combat and intensity so this is a good start. Yes the gameplay can slow down but it's mostly on the easiest difficulty. On higher difficulties, this stuff gets intense especially if you're trying to take down the other autobots or decepticons and avoiding being shot by them.So give it a shot and definitely get it when its on sale. 20 is honestly still a bit too much for this but it's better than the honestly agregious 50 dollars.
Power Rangers Battle For The Grid
★★★
I'm mixed on this but overall have fun. I'm a massive rangers fan and love simple fighting games and unlike how sick I am of there being a multiverse film released every half a second, power rangers is one of the very few multiverse stories that I love because it's just pure fun.
I only have two negatives: as many others have noted, if you stay too close to the enemy for too long, you will be stun locked and gang banged until half or more of your health is gone and there is NOTHING you can do to get out of it or counter, even on the lowest difficulty. The other negative is the massive lack of rangers and locking the few that there are behind paywalls.
I don't understand why modern rangers games (albeit there being very few of them) ignore the majority of the expanded roster. the Mystic Force Rangers are my favorite and although mighty morphin are my second favorite, it's annoying seeing how they are the only ones being worshipped and adapted into games, series, and comics.
I love that they added Udonna and the forest from Mystic Force but it feels like such a painful tease to include 1-2 versions of each other type of ranger while the morphers are basically all there. Seeing the mystic force rangers illustrated then disappear was like nerdgasm denial for me.Overall it's fun and the iconic spark effects after hitting enemies makes the combat more satisfying.
Lego Batman 3: Beyond Gotham
★★★
Lego Batman 3 is an odd experience, but not because of anything to do with the game - for the most part. Coming off of the excellent and ground breaking Lego Batman 2, or as it's better known as; Lego DC Superheroes - TT Games' reinvention of their formula toward open worlds simultaneously saved and hurt their releases that followed because on one hand, gamers were thrilled to take a breather from the original, repetitive Lego gaming format, while on the other hand, TT have drastically lost sign of what made their pre-Lego Batman 2 titles so unique and memorable and that was the focus on puzzles and building. Exactly what Lego is known for.
Lego Batman 3 was a return to that formula and although severely littered with bugs that freeze gameplay, break objectives, and sometimes crash the game, it felt both refreshing and out of place to return to the fully linear, puzzle-focused formula. Overall Lego Batman 3 isn't a bad experience. It is just okay.
It has a variety of levels, characters, and pretty worlds that honor DC's lore more than any other game, especially out of TT's library, but I wonder had this game been released prior to Lego Batman 2, would it have been received with more interest and praise? This is a very large game when comparing it to older TT titles, but after the open world formula took over, it's a difficult game to want to revisit.
More reviews always coming!
Movies & TV
Reviews for movies and TV shows coming soon!
Toys & Collectibles
Cybersecurity & Application Development
Compact security, maintenance, and networking solutions integrated directly as packages into private frameworks, systems, and apps for every usage within your tech and media and pipelines. We also build apps for daily tasks!
Projects & apps coming soon
About
Starting in modding and testing, followed by animation, modelling, and then hybrid opportunities after pursuing gameplay, pipeline, and ML programming - Michael has 11 years of experience and has supported a vast amount of AAA and indie studios. He has worked as an individual employee, contractor, and in recent years, as a partner through tech and design agencies and internally - especially toward game and animation education & mentoring. Michael started his career through outreach, and school career programs, which led to coop opportunities and internships, followed by transitioning into balancing testing with gradually increasing opportunities for gameplay, animation, and Ai/ML development. Since then he has worked with several of the largest companies in AAA development, directly, and indirectly through third party outsourcing, through connections and agencies & talent pools.
Over the years, Michael pushed himself to go beyond solely focusing on animation by learning to code for plugin development, gameplay, and pipelines. For the past 9+ years in particular, he has worked primarily as a Technical Artist and animator offering through development and continuted consulting & new educational ventures, to a variety of organizations, across many media genres. His biggest achievements have been working on his favorite franchises in gaming and aiding in developing multimedia pipelines.
Beyond working with studios, Michael has released 4 books on Amazon and other retailers which cover Unreal Engine, game design, narrative design, conceptualization, and coding for a variety of fields beyond only entertainment. He is passionate about practically every area of 3D and 2D design and development, and enjoys mentoring others, which has been a necessary endeavour since the beginning. He always tackled several areas, and passed on advice, and connections - especially relating to the benefits of using modding and testing to gain experience, connections, and keeping oneself busy while job hunting, and exploring areas you're most comfortable with to avoid trying to be strong at everything, too early on.
Michael has worked with teams only as an individual contractor, tester, modder, instructor, and Technical Artist & Animator while applying each experience toward building Grinberg Games Inc. His goal is to expand GGI beyond gaming and animation while applying his experience in simulation and programming to other areas, such as robotics and Virtual Production. If you're interested in collaborating, you can reach out via the email below or reach out on LinkedIn. In-between contracts, GGI has been focused on proprietary application development, assembling an animated series with the goal of turning it into a game in the near future, and teaching & mentoring.
Have a project or need consultation? We want to work with you! Reach out and let's create something extraordinary in the genre and medium of your choice.