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Greater London, England, United Kingdom
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4K followers
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Ben Lavery shared thisFreeAnimal may be a brand new name, but our team has been doing incredible work throughout the transition this year, and it is a great start to see us shortlisted for two TIGA Awards at the UK Games Industry event in November. ■ Art/Animation/Trailer Supplier ■ Services Provider I suspect there's been a clerical error over at TIGA as there is also a third nomination... but until they catch it, I'll park-up the imposter syndrome for a minute, to say Tess Sanders-Smith, Samantha Lester and I are in phenomenal company alongside the brilliant Stuart Muckley, Gemma Brown FCIPD, Rhea Loucas, Liz Prince MBE, @Sharon Baylay-Bell, Rob O'Farrell and Ash Habib in the "Outstanding Leadership" category! Thank you for the hard work FreeAnimal team, and my brilliant partners in leadership. We'll see you all at Plaisterers’ Hall on November 18th to see how it all shakes out. Check out the full list of excellent games and very talented folks here: https://tiga.org/awards #TIGAAwards2026 #FreeAnimal #GameDev #UKGamesIndustryTIGA Games Industry Awards 2026 - TIGATIGA Games Industry Awards 2026 - TIGA
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Ben Lavery shared thisI'm told by someone who understands algorithms and LinkedIn way better than me that yesterday's post was far too long, and that "little and often" is the way to go. Noted. So in short... This is us.
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Ben Lavery shared thisWhen we sold TrailerFarm to Keywords Studios in 2018, I genuinely thought I'd be around for six months, collect a nice-ish leaving card, and move on to something else. Eight years later, I'm still here - largely because we kept building, and Keywords kept it interesting - allowing and encouraging Studio Heads to be entrepreneurial. I was able to launch new projects like Big Farmer and join the Leadership Teams of two other brilliant businesses; Player Research and Fire Without Smoke. I found something very much worth staying for - an entire ecosystem of ridiculously talented, ambitious and deeply committed people. A change is as good as a rest they say - and today I take on a new role - that is actually decades in the making. Two of the talented people I have been working with most closely over the last two years are Samantha Lester, Studio Head of ICHI, and Tess Sanders-Smith, Studio Head of Maverick Media, and alongside our North American colleagues at Gnet and KWM we have gone through some massive changes. Together we have re-configured our businesses into one global team that we aspire to be the most effective creative agency and production company in the industry. So today I am sadly saying goodbye to TrailerFarm - closing the most important decade-long chapter of my life (births, marriages, deaths, acquisitions… and mergers), but very proudly announcing the new era of FreeAnimal. To the former TrailerFarm team - you absolutely smashed it - this may be the closing credits of the OG game but the sequel is a juggernaut worth being a part of. @Sam and @Tess - working alongside the two of you has genuinely been one of the true highlights of my career - through unparalleled co-operation and radical candour (bluntness) we have built something real out of what could easily be perceived as just a logo change - and that's down to the two of you (and a few well-timed karaoke sessions and real planning meetings in The Ship in Holborn). FreeAnimal is what happens when you truly believe in your colleagues, set personal agendas aside, take down walls and build something together that no one could build alone. I couldn't be more excited to step up to the Executive Leadership Team of FreeAnimal with you today. And to every client who has ever come to TrailerFarm, Big Farmer, Fire Without Smoke, Maverick, ICHI, Sunny/KWM or Gnet for something brilliant: nothing about why you came to us is going anywhere. Same craft, same obsession with getting it right, same team knowledge, just now with walls down, and all our collective focus on being wildly effective for you in an industry that will never be the same again. Onwards. 🐾
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Ben Lavery reposted thisBen Lavery reposted thisBIGGEST NEWS IN TRAILERFARM HISTORY KLAXON! 📣 12 years ago, a new challenger entered the ring in games advertising. We started life as a small strike team cutting trailers for indie games out of Brighton. Spinning phones, slamming text titles and 2.5D imagery were the style of the time - and we carved our name. But we grew - a lot. We levelled up our crew and skills to offer services in cinematics, CG and got to help launch some of gaming's absolute greats, including; PUBG, Fall Guys, Two Point Hospital. Borderlands. Cool. We've never quite got over how lucky we are that this is our job. What an absolutely wild ride it's been. Oh…That’s right…been. Because (and here's the BIG news) from tomorrow, September 9th, TrailerFarm becomes part of something new. Our ‘not so little anymore’ company, has joined forces with our sister studios across the UK, US and Canada to become one awesome, unified, global creative and production team. And this is so good - we’re still the same trailer-obsessives you already know, with the same fixation on the craft, just with many more colleagues who share the love of what we do and we can flex a genuine global footprint to enable us to scale and respond like never before. We’re going to be Wildly Effective. Which means that this page is about to take its final bow. From September 9th, everything moves across to our new home - we'll be sharing exactly where very soon, so keep an eye out and follow along. To everyone who's been part of TrailerFarm, past and present: you built this thing. Thank you. And to our clients, from first-time indies to the AAA giants - thank you for trusting us to make the loud, shiny stuff alongside you - we’re still here, we still got you, we’ve just evolved. K - gotta go, we still got trailers to make. See you on the other side. 🚜
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Ben Lavery shared thisIt is Saros release day finally! I am really lucky to share offices with our colleagues at ICHI Worldwide and the excitement here today in Holborn is at max (potential GOTY) Level! Our ICHI team helped translate Saros into a campaign that aimed to meet its audience, not just as a product, but as a feeling. To quote Senior Art Director on the campaign Samad Boughalam, "the launch trailer is one piece of a much larger journey, but it carries the same core idea that runs through everything: Resilience, transformation and the power of coming back stronger." Massive congrats Playstation and Housemarque.Ben Lavery shared thisCheck out our latest work with PlayStation! 👇 https://lnkd.in/eVjFhWgf
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Ben Lavery shared thisMy prediction: rumours of GDC's demise have been greatly exaggerated. (Hoping this post doesn't age badly). No indulgence today, but it is a whole ten years since Dan and Tony kindly bought me a last-minute flight to my third GDC to help out with a few meetings for TrailerFarm. (Always grateful for the incredible journey you sparked, gents.) My colleagues at partner studios and I are actually rolling pretty deep this year. If you're thinking about any of these things while at GDC, message me and I will link you up with one of these incredible people from LA to Brighton via Montreal and London. * Getting a game to market * creating amazing cinematics * craft beer * integrated campaigns * margaritas * games user research * Foleys! * Cutscenes * sushi * key art * street art * VIDEO GAMES * Avoiding The Clift * IMMERSIVE EXPERIENCES * Social Media and PR * (We're around the Moscone and we also have an expo space and meeting rooms at the W — with coffee and chairs if you're into that kind of thing.) See you there! Samantha Lester, Josh Denham, Tom Atkinson, Ryan Connolly, Niko DeMordaunt, Louis-Étienne Beaupré 🔜 GDC, Mark Thompson, Ollie Spraggs, George Goodall 🎮 🔜 GDC SAN FRAN , Jack Davis - Soon GDC, Sebastian Long, Abbas Hassan-hussein
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Ben Lavery reposted thisBen Lavery reposted thisNext stop: GDC ✈️ We're as excited as ever to be heading to San Francisco for GDC Festival of Gaming 2026 next month. If you would like to meet up and chat all things glorious game marketing, send a DM to Benjamin Lavery or Josh Denham or drop us an email on info@bigfarmer.studio ✉️ We'll be touching down for GDC with the talented teams at our partner studios TrailerFarm, Fire Without Smoke, ICHI Worldwide, Maverick Media, gnet agency, KWM, and Player Research. We will be more than happy to join forces for a meeting (or a couple of beers). See you in San Francisco! 🌉 #GDC #GamesIndustry
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Ben Lavery shared thisPantaloon need a Brand/Marketing Manager. Work with 'Jamin Smith!Ben Lavery shared thisJoin the misfits! Pantaloon is looking to bring a Brand/Marketing Manager on board to spearhead our original publishing efforts (and other stuff). This will likely skew more mid/junior, but casting the net wide at this point. Lots of latitude to touch various parts of the business and have real agency over the label's direction and growth, but strong creative instincts and a passion for the weirder/more eccentric side of the indie landscape a must. Remote but UK-only. JD & more info in comments. Feel free to share this with any brandy folks looking for their next role, or point them in my direction. #gamejobs #gamedev #marketing #hiring
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Ben Lavery shared thisThanks for sharing this Charles Martin. Just what I needed to see on a bleak morning, commuting into the Big Smoke. It is a great reminder of what we have achieved despite playing the games industry services game on hard mode these last couple of years. Setting up a lockdown-desk-based-remote-mocap pipeline was just one of the ingenius moves from you and the team that enabled us to spin off our cinematics crew into Big Farmer. This gave us the resilience to weather the market conditions of the last few years with new products and services to offer. (It also helped having some incredible clients like Simplygon).Ben Lavery shared thisSometimes you just need a little bit of silly every now and then... During my time back at TrailerFarm, I had the pleasure of working on 3 awesome cinematics for Simplygon with a bunch of awesome people. This was during lockdown in the UK back in which was a very long time. Stuck at home we were finding ways of continuing production without physical interaction. This is where I discovered a Motion Capture Plugin for Unreal. After many hours of tweaking I was able to have a budget motion capture system in my home office with a Valve Index and couple of HTC Vive Trackers. During an era of doom and gloom, this was one of those little moments that made a few people smile :) Here I am celebrating around 2am getting it working...
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Ben Lavery reacted on thisBen Lavery reacted on thisMy company has now made €757k from LinkedIn. My first business launched to 0 customers. I lost £15,000 on that launch and lay on my couch crying. A few years later, I hosted 150 games industry leaders on a company podcast. I learned how to bring people together, just like I did as a student ambassador. Then my grandparents passed away. I hadn't seen them in six years, and I didn't want to spend my life away from my family in UK. I handed in my notice and moved home to Cyprus. My first 12 pitches got 12 no's for my marketing agency. One of those people referred my first client. 2.5 years later, we helped 30+ founders launch on LinkedIn with Hivemind. Personally coached 100s more. Now my Fiance Anna and I have moved into the apartment she bought with her DJ money. None of this would have been possible without her support. Pretty much everyone reading this could benefit from sharing their story and lessons on LinkedIn. LinkedIn got me home to my family. I hope this shows you it can change yours too. What is 1 thing you learned along the way on LinkedIn?
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Ben Lavery reacted on thisBen Lavery reacted on thisPINS!!! Guys, I finally did it, the Pin Board is full. Thanks to everyone who donated, stuck pins into my hands at shows. A truly global effort! Onto Pin Board 2: The Pinering
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Ben Lavery reacted on thisBen Lavery reacted on thisLooks like Team17 are continuing their run of incredible announcements this year with another banger: I've been promoted to Senior Brand Marketing Manager! 🥳 🥳 🥳 There have been far too many exciting projects and highlights to share during my time here, and frankly I only managed to fit about half of them in the picture below. Next stop? More brilliant New Release campaigns.
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Ben Lavery liked thisBen Lavery liked thisIt was so much fun to hang out with our Applied AI team in Chengdu, who have been bending the will of generative video models for the games we’re working on. It was my first time in China and I came to realise that I was carrying an outdated view of what was happening there. Thanks to Nico Vereecke and Jacqueline Clarke for the nudge. Oh and thanks to Tak Fung for being a first class host. https://lnkd.in/eP67rZZg
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Ben Lavery reacted on thisBen Lavery reacted on thisThank you to our clients at Activision, Amazon Game Studios, Bethesda Game Studios, Bungie, and Riot Games for the amazing opportunities and partnership on the nominated work.
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Ben Lavery liked thisBen Lavery liked thisFascinating couple of days at GTC with Jensen Huang, his incredible NVIDIA team and top partners. Many new friends. Great to witness the future in action in front of our eyes and to get the chance to play our part with our new Keywords Studios AI Solutions offering. It is not a coincidence that we share a strong ‘gaming DNA’ — the exact skills that are needed to make spacial intelligence, large scale simulations and physical AI real!
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Projects
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Level Infinite Showcase - Virtual Production
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Big Farmer produced Tencent's Gamescom showcase from concept to live action Virtual Production and post. Filmed at one of the largest LED volumes in Europe (our partners at Ten Dots, Sofia) we transported viewers to the scorched sands of Arrakis to take a deep dive into Dune: Awakening with Funcom’s Chief Creative Officer and to the apocalyptic wastelands of Exoborne to hear from Sharkmob’s Creative Director.
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Loc&Capture Media Services
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Too Loc to Handle is back. In this first episode, Pablo walks through his work on the trailer for Rekindled Trails by Kiwick Studios. Some of the original elements required custom reconstruction, which meant carefully rebuilding parts of the piece to match the creative direction and make the final result feel seamless. It’s the kind of work that often goes unnoticed in the final video, but it plays a huge role in making everything come together smoothly. A great example of the technical care and creative precision that goes into high-quality post-production. Settle in and enjoy the first episode of Too Loc to Handle 2026. #TooLocToHandle #TrailerEditing #Multiversioning #GamingIndustry
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Silver Monkey Studio
1K followers
Weekly reporting can make or break a long external art engagement. Not because producers need more admin. Because they need clear visibility without chasing ten people for status. A useful weekly report should answer five things fast: ✅ What moved forward ⚠️ What is blocked 👀 What needs approval 📌 What risks are coming ➡️ What decisions need to happen next When reporting does that well, projects stay predictable, feedback loops stay tighter, and trust builds naturally across the engagement. That is the real point. Less noise. Fewer surprises. Better delivery. We broke this down in our latest article here: https://lnkd.in/d6r8d3T2 For producers, outsource managers, and art leads running longer engagements, this is one of the simplest ways to reduce management drag while keeping control. #ArtOutsourcing #GameArt #AnimationProduction #CreativeProduction #ExternalDevelopment
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Global Entertainment Awards
3K followers
A look back at one of this year’s standout winners. Fluid earned the Global Award for Best 360 Campaign (Games) for Deathsprint 66 — a stylised, high-energy campaign built entirely in Unreal Engine. In our backstage interview, Managing Director James Glover and Motion Creation Director, Alexander Cragg reveal how the team brought the game’s world to life. ▶️ Watch the full interview to hear how this immersive campaign was created. Entry to 2026 is now open. For more information visit: https://bit.ly/4fNPlSR #GEA2025 #EntertainmentMarketing #GameMarketing #Deathsprint66 #Fluid #GlobalEntertainmentAwards #UnrealEngine
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GamesBeat
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EXCLUSIVE: Keywords Studios is streamlining its business to help game makers tap into the company's global agency network. FreeAnimal has officially launched as a global gaming creative agency combining seven Keywords Studios agencies, bringing hundreds of specialists across Los Angeles, London, Brighton, Montreal and Quebec City under one entity. The model is designed to give gaming clients access to bespoke creative teams and the scale of a global network, whether they need a full go-to-market campaign or a specific asset at a particular point in a game's lifecycle. Dean Takahashi spoke to John Rosenberg, global head of FreeAnimal, about the launch and how bringing the agencies together could change the way gaming brands approach creative. “We'll actually be able to find the bespoke team to handle each customer’s needs, and that’s really hard to do when you’re just a small agency,” Rosenberg said. Read the full interview at GamesBeat: https://lnkd.in/eGGuYaHE #Gaming #GamingMarketing #GameDevelopment
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Andrew Lord
Flipbook • 7K followers
We've got a new Animation Reel for you! 🎬 Our live action VFX work has taken the spotlight recently, but our animation and modelling teams have always been at the forefront of what we produce as a studio. So here's a reel dedicated just to character, timing, lighting and our talented team of artists sitting at their desks, bringing animated characters and worlds to life. Game cinematics we've built from scratch. Branded work we got to actually direct rather than just finish. Some shots from Black Slide, the short that somehow ended up Oscar shortlisted, which still doesn't feel like a real sentence to type. The craft's the same whether it's hidden inside a live-action frame or standing on its own. Someone still has to build and animate it, it's not a prompt, it's thousands of creative decisions a frame at a time. #Animation #VFX #CGI #brandedcontent #characteranimation
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Jack Davis
Keywords Studios • 969 followers
I've been working in video games since 2018. I like to think I know how things work by now, but I honestly can't remember the last time I was this excited about something. This week we launched FreeAnimal. We've brought together seven brilliant studios: gnet, ICHI, KWM, Maverick, Fire Without Smoke, TrailerFarm and Big Farmer. Together they make one gaming-native global creative agency, with teams in Los Angeles, London, Brighton, Montreal and Quebec City. You've almost certainly seen their work, even if you didn't know it. Over the years I've seen how much time and energy publishers and studios spend juggling separate agencies for strategy, key art, trailers and campaigns. FreeAnimal changes that. For every brief, we can pull together the right specialists from across the whole network, all in-house, from the first bit of brand strategy right through to trailers, activations and cinematics. What excites me most is the people. These are teams I've admired for a long time, and now we get to build things together. I'm proud to be a small part of it, and I genuinely can't wait to talk to everyone about it. If anyone wants to know more, give me a shout. This is us. #FreeAnimal #KeywordsStudios #GamesIndustry #GameMarketing
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Derek Lieu
Derek Lieu Creative • 5K followers
Here’s my high level guide for game trailer story structure. It’s fundamental and versatile so it can be adapted to pretty much any game because most every game trailer has to show how the game is played. I also discuss common mistakes to avoid, and some examples of trailers with great storytelling. This one stems from months of working on a day long masterclass I gave recently in France 👀 #gametrailer #gametrailers #gamemarketing
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Alex Robinson
Waste Creative • 1K followers
Over the last 8 years at Waste, craft has been a big part of what we do. Taking things out of the computer. Making them real. Putting them back in again. it’s good to see people getting excited about making again. About process being part of the story. I wrote this piece on why craft feels interesting again, and why audiences still care when you show the work behind the work. Waste Creative Keywords Studios This Thing of Ours
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Big Farmer
2K followers
We are beyond chuffed to see The Lost Wild from developer (and fellow Brightonians) Great Ape Games and publisher Annapurna Interactive announced at Sony's State of Play a couple of weeks ago. This trailer project was special for us, as we really got to flex our range of capabilities. First, we collaborated in lockstep with Great Ape Games, ensuring the concept worked in tandem with the game's complex narrative; opting to create the initial car scene in Unreal from scratch. We used a wide range of techniques for this cinematic opener: a mix of motion capture and hand key animation to tell the story, as well as custom modelling, lighting and set design - our animation team even used a live action animatic of our Creative Director Ryan Seville's 6 year old daughter as a reference during the early stages of creative development! We then worked closely with the developers to script and capture moments that perfectly distilled the game's sense of building terror as you play, culminating in a custom cinematic end shot to tie off the edit and introduce audiences to the main character. All together it's a nail-bitingly tense experience, sure to delight gamers who enjoy a dash of creature feature with their survival. And there are dinosaurs. Did we mention the dinosaurs? 🦎 We're super proud to work so closely with the teams at Great Ape Games and Annapurna Interactive. The Lost Wild is a uniquely brilliant game, and we are already getting stuck into at least two more top secret projects for the rest of the campaign. Stay tuned to keep up! 📽️
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Side
299K followers
Nearly a year after release, 𝗖𝗹𝗮𝗶𝗿 𝗢𝗯𝘀𝗰𝘂𝗿: 𝗘𝘅𝗽𝗲𝗱𝗶𝘁𝗶𝗼𝗻 𝟯𝟯 continues to earn a record number of accolades – including multiple BAFTA Games Awards nominations – and stands as one of the game industry’s most celebrated works of art. And for good reason: not only has it resonated with players for its masterful art direction, gameplay, and storytelling, but also for the performances that brought its world to life. At Side, we had the honour of supporting the game’s English voice production from our London studio in close collaboration with Sandfall Interactive and Kepler Interactive, spanning casting, direction, recording, and post-production. In our deep dive article below, you’ll get a closer look at what that actually involved – from insights behind early casting decisions, to the production approach that helped shape emotionally demanding scenes, and the small editorial decisions that made performances feel more natural in-game. 🔗 Read the full case study: https://bit.ly/3NY2SPW
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