2022: What A Year!

Before signing off for the holidays, we took a moment to reflect on all that had been achieved at Speech Graphics over the previous 12 months. Here are some of the highlights!

LIVE DEMOS, NEW TECH

March saw the return to physical events post-lockdown, starting with GDC in San Francisco. It was there that we first unveiled our Unreal plugin for SGX, and our brand new Director module, which allows for the refinement of automatically generated expressions without having to edit keyframes.

 

NEW PEOPLE, NEW PLACES

The additional features showcased at GDC (and several other events over the remainder of the year) drove a significant increase in demand for SGX generally. To keep up with that demand, our team needed to grow. Along with Dan Geoffrey as Global Account Director, a number of additional Technical Artists joined the team to help set our clients up for success when using SGX to drive an ever more diverse range of rigs.

We also expanded our presence in the Far East through numerous valued partnerships, and by establishing an office in Singapore!

Global Account Director, Dan Geoffrey

Singapore at dusk

 

AWARDS & RECOGNITION

In November, another proud moment came in the form of our TIGA Award for Best Tools, Technology & Innovation. It was great to be back on the podium again, after winning our first TIGA Award in 2015.

Congratulations to our fellow nominees and all of the winners, it was an honor to have shared the evening with fellow gaming industry professionals.

L-R: Pauline Lecomte, Ellen Grieve and Dan Geoffrey collecting our TIGA Award in London.


THE YEAR IN NUMBERS


If you'd like to catch up to discuss how we can help you achieve the highest quality of facial animation from audio alone, we'd love to hear from you. As well as SGX, a growing number of studios are our real-time solution, SG Com, and we have an exciting roadmap for the year ahead.

 
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GameFace: Dan Geoffrey

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