
Out Left Productions: Pioneering Animation and Live-Action Storytelling with Character Creator, iClone and ActorCore

Out Left Productions Ltd.
Out Left Productions Ltd., a distinguished boutique production company based in Dublin, Ireland, has been making waves in the animation and live-action industries since its establishment in 2015.
Founded by award-winning filmmaker Richard Keane, the company is driven by its core philosophy: “Creativity is Key.” Known for its commitment to crafting original, high-quality content, Out Left Productions earned acclaim for its innovative short films and is now poised to venture into feature films and television series, catering to both domestic and international audiences.
Living up to its name, Out Left Productions thrives on “out of left field” thinking, embracing disruptive innovation to forge unique creative paths. The studio’s vision is rooted in producing high-concept genre content designed for global appeal, achieved through collaborations with dynamic talent from Ireland and beyond.
Currently, the company is working on its latest ambitious project, Scrap Metal, an animated short film set for release in 2025. Helmed by seasoned CG Generalist and Art Director Darko Mitev, who brings over 13 years of industry expertise, the film showcases a meticulously crafted world that serves as the foundation for a broader universe of stories.
Harnessing cutting-edge tools from Reallusion, including Character Creator, iClone, and ActorCore, Out Left Productions continues to push the boundaries of visual storytelling. By blending advanced technology with a bold creative vision, the team is set to deliver an exceptional cinematic experience with Scrap Metal and beyond.

“Beyond the main action, iClone and ActorCore were key in bringing our crowd characters to life and making the bustling city feel alive. Using a combination of motion-capture assets from ActorCore and iClone’s real-time animation capabilities, we could efficiently populate scenes with background characters performing natural movements—like walking, chatting, or interacting subtly with their environment. This process added depth and energy to the world without requiring extensive manual animation.”
Richard Keane – Filmmaker, Writer, Director, Producer
Q: Hello Richard and Darko, and welcome to our Reallusion Feature stories. Please introduce yourselves and share a bit about your backgrounds.
Hi, I’m Richard Keane, an award-winning filmmaker from Dublin, Ireland. I have worked as a writer, director, and producer across both animation and live-action. Since 2003, I’ve had the privilege of working at several high-profile studios in Ireland and the UK . Many of these on ANNIE, BAFTA, and Emmy award-winning productions. Clients have included Amazon Studios, BBC, Disney Junior, Nickelodeon, RTÉ, and Screen Ireland.

In animation, I’ve directed on projects such as Disney Junior’s Peabody Award-winning series Doc McStuffins (2012), Nickelodeon’s Butterbean’s Café (2018), and Screen Ireland’s award-winning short Bird Food (2012), which I also wrote.
On the live-action side, I’ve written, directed, and produced several short films that have been screened at major film festivals around the world. These include Perpetual Darkness (2007), The Grand Canal (2016), Hot Knives (2016), and Time Slips Away (2019). My most recent short, Chicken Out (2021), has won multiple awards globally and is currently streaming on Disney+.
In 2015, I founded Out Left Productions, a boutique production company based in my hometown of Dublin. The company has produced several high-end animated and award-winning live-action projects. I’m currently developing exciting new projects and am mid-production on our latest animated short film, Scrap Metal.





Hi, I’m Darko Mitev, I am a CG generalist and art director originally from Macedonia, currently based in Dublin, Ireland. Over the past 13 years, I’ve worked on a range of award-winning productions, spanning VFX, feature and TV show animation, game cinematics, and commercials.
My clients have included Disney Junior, Nickelodeon, Netflix, Apple TV, Axis Animation, Windmill Lane, Brown Bag Films, Sunrise Animation, Alt VFX, Sehsucht, and many others.
Notable projects I’ve contributed to include the games Halo 5 (2015), Destiny 2 (2017), the TV series Vampirina (2017), Butterbean’s Café (2018), Dee & Friends in Oz (2024), and the feature films Rock Dog (2016) and David (2025).
In 2022, I founded my company, Split Poligon, in Macedonia, where I am developing an original IP set in Oris City, where Scrap Metal is based.


Q: The concept of AI robots was integral to the story and the production of your short film, Scrap Metal. How did this narrative inspire your approach to motion capture and animation?
As we developed the story for Scrap Metal, we kept two key factors in mind: our tight budget and the need for a high-fidelity final output. These constraints influenced every aspect of production. Starting with the story, how we built, rigged and animated the assets, all the way down to the pipeline of the production itself.
We soon realised that we could only afford to fully model, rig, and groom one main human character, Sybyl. Because of this, we decided the best approach was to make the story’s antagonists robots—these would be the entities chasing her.
The pursuit begins with a drone robot tracking Sybyl, but after she defeats it, a larger and more sophisticated biped robot takes over, pursuing her through the city. While the biped robot is highly detailed, featuring an incredibly advanced rig created by Dhanesh Valappil, we knew that designing and animating robots would be far more feasible than creating another fully human character.
As the story progressed, we began to explore the tracking element further and asked: what if the robots tracking her could actually scan her movements, learning and predicting her actions using their own version of AI?
This idea not only served the narrative but also worked to our advantage in production. By having the biped robot mimic Sybyl’s movements, we were able to reuse her animation—both keyframe animation and the motion-capture data we obtained from ActorCore—by simply applying it to the robot character.
This also allowed for a nice evolution in the robot’s movements. Initially, its motions are more rigid and robotic, but as it learns from Sybyl, its movement becomes more natural and fluid. This shift not only enhanced the story but also created a dynamic change in the visual style of the animation, which was both efficient and effective for the production.
Q: Your decision to forego traditional storyboarding and instead use previs is intriguing. Could you discuss how this approach impacted the creative process and overall workflow?
Richard’s background is in previs and cameras, and he led that department in several companies over the years. This experience made him very comfortable with blocking and staging action sequences directly from scripts. Because the core of Scrap Metal is a chase sequence, with Sybyl using parkour-style movements to traverse the city and evade her pursuers, we relied heavily on pre-captured movements from ActorCore. We identified motions that suited the character and loaded them onto our rig. Richard would then cut together multiple motion-capture actions, blending them seamlessly with camera cuts and shot transitions to ensure the sequence flowed naturally.
Rather than starting with storyboards, Richard used previs as the foundation to shape both the sets and the shots. Once the movements were in place, he roughed out the surrounding environment in previs and began experimenting with camera angles, finding the most dynamic and cinematic perspectives—similar to how a cinematographer works on a live-action set. This approach gave us the flexibility to let the sets evolve organically without being constrained by predefined storyboards.

Sometimes, we started with an idea for a cool action set piece. Richard would rough it out in previs and animation, refining both the action and camera work iteratively until we were satisfied. Once the sequence was locked down, Darko stepped in to build the sets to their final, high-quality standard.
Richard’s experience in live-action filmmaking had a significant influence on the visual style of Scrap Metal. He wanted the film to have a live-action, cinematic quality rather than a traditional animated look. To achieve this, the cameras were deliberately allowed to behave more naturally—sometimes lagging slightly behind the action or not framing the character flawlessly throughout the shot. These subtle imperfections added realism, giving the sequences a grounded, handheld quality that mimicked live-action cinematography.
In post-production, we further enhanced the sequences by adding camera shake to the shots, intensifying the effect as the action escalated. It was crucial that these movements and shakes were never jarring or distracting but served to immerse the viewer in the experience. This approach ensured the audience felt like they were right there alongside Sybyl, pulled into the energy and tension of the chase.

Q: Character Creator (CC) streamlined the process of designing characters. Kindly elaborate on the flexibility CC and ZBrush provided when creating character variations?
As mentioned earlier, our budget meant we could only afford to custom-build one character—Sybyl—who was modelled, rigged, and groomed entirely from scratch. However, because our story takes place in a bustling city, we needed to populate the environment with other human characters to make it feel alive and believable. This is where Character Creator (CC) really came into its own.



Using CC and its extensive range of high-quality, customisable assets, we were able to quickly and efficiently generate a variety of characters to populate the world of Scrap Metal. The flexibility CC provided was invaluable, especially when working under tight time and budget constraints. Without it, we simply wouldn’t have been able to achieve the sense of scale and vibrancy that the city needed.
Once we had the base characters in place, Darko brought them into ZBrush for further sculpting and refinement. ZBrush allowed us to add unique details and variations that gave each character individuality—an essential step to ensure they matched the distinct style of our lead character, Sybyl, while blending seamlessly into the stylised yet realistic world we had created. For example, we could enhance facial features, tweak body proportions, and add intricate details like clothing folds, surface textures, and subtle wear and tear to make the characters feel more lived-in and unique.

The combination of CC and ZBrush gave us the perfect balance: CC delivered speed and efficiency for creating diverse characters, while ZBrush provided the creative freedom to add high-quality, bespoke details. This streamlined pipeline enabled us to produce polished, professional characters that worked beautifully in motion and held up in close-up shots, helping to bring the world of Scrap Metal to life.



Q: iClone and ActorCore were pivotal in bringing life to Scrap Metal’s dynamic chase sequences. Describe how the Parkour motions and iClone accelerated the overall production workflow.
For Scrap Metal, the dynamic chase sequences were central to the story, and achieving Sybyl’s parkour-style movements in a believable way was essential. ActorCore provided a fantastic library of pre-captured parkour motions—covering actions like sprinting, vaulting, and climbing—which aligned perfectly with our needs. Instead of animating everything from scratch, Richard could quickly select and test motions directly on Sybyl’s rig, saving us valuable time while keeping the action fluid and natural.
“For Scrap Metal, the dynamic chase sequences were central to the story, and achieving Sybyl’s parkour-style movements in a believable way was essential. ActorCore provided a fantastic library of pre-captured parkour motions—covering actions like sprinting, vaulting, and climbing—which aligned perfectly with our needs. Instead of animating everything from scratch.”
Richard Keane – Filmmaker, Writer, Director, Producer
iClone played a crucial role in refining these animations. Its real-time tools allowed us to blend, adjust, and seamlessly stitch together different motion clips, ensuring the parkour movements felt continuous and energetic. With iClone, we also had the freedom to experiment with camera work alongside the animation, treating each scene like we were filming on a live-action set. Richard could quickly test dynamic camera angles, tracking shots, and framing to enhance the visual impact of the chase.

Beyond the main action, iClone and ActorCore were also key in bringing our crowd characters to life and making the bustling city feel alive. Using a combination of motion-capture assets from ActorCore and iClone’s real-time animation capabilities, we could efficiently populate scenes with background characters performing natural movements—like walking, chatting, or interacting subtly with their environment. This process added depth and energy to the world without requiring extensive manual animation.

“By leveraging ActorCore for high-quality motion assets and iClone for real-time animation and camera integration, we streamlined what could have been a time-consuming process. These tools not only accelerated the production of our chase sequences but also allowed us to populate the city with believable background characters, creating a vibrant and immersive world that brought Scrap Metal to life.”
Richard Keane – Filmmaker, Writer, Director, Producer
Going forward, we are super-excited to try the new features in iClone 8.52, like the AccuPose, the motion capture clean-up filters, and the optimise key function. We believe these will be a game-changer in our workflow since our animation is primarily based around motion capture.

Q: You integrated Maya with Character Creator and iClone. Please explain how this integration streamlined the process and contributed to the visual quality. How compatible are Reallusion tools/assets with Autodesk Maya?
While our main character, Sybyl, was custom-built entirely in ZBrush and Maya, Reallusion tools such as Character Creator (CC), iClone, and ActorCore were essential for streamlining other aspects of production, particularly for creating crowd characters and supporting animation workflows.

Darko used Character Creator to quickly generate a variety of high-quality background characters, complete with rigs, clothing, and textures. The excellent compatibility with Maya made it easy to export these characters via the FBX format, preserving the joints and blend shapes, UVs, and basic materials with assigned textures.
Once imported into Maya, we converted the standard materials to Redshift materials, because that is our renderer of choice. We could then use Maya’s Human IK rigging tool to add a quick layer of rig over the joints coming from iClone, which allowed us to refine their placement in scenes and add any tweaks on animation layers if necessary. This approach saved us considerable time compared to building every character from scratch, allowing us to populate the city efficiently while maintaining visual quality.



We are looking forward to the upcoming iClone-to-Maya bridge, which will save us even more time in the future for converting materials and make the integration truly seamless.
On the animation side, we leveraged iClone and ActorCore to source and preview motion-capture animations for the background and crowd characters. The pre-captured motions—such as walking, chatting, and parkour-like actions—were applied in iClone and exported seamlessly into Maya. Because the motion data transferred cleanly, we could blend, refine, and finalise these animations in Maya without any loss in quality. This allowed us to maintain consistency across the production pipeline.
“The compatibility between Reallusion’s tools and Autodesk Maya was smooth and efficient. Reallusion gave us the speed and flexibility to generate high-quality assets and previsualise animations, while Maya provided the precision and control needed for final production. This integration allowed us to focus more on storytelling and refinement without getting bogged down by technical challenges, ultimately ensuring Scrap Metal achieved the visual high-fidelity and cinematic quality we were aiming for.”
Richard Keane – Filmmaker, Writer, Director, Producer
Follow Out Left Productions
IMDB:
https://www.imdb.com/name/nm2886050/
Vimeo:
https://vimeo.com/outleftproductions
Instagram:
https://www.instagram.com/outleftproductions/
Facebook:
https://www.facebook.com/OutLeftProductions/
ArtStation:
https://www.artstation.com/darkomitev
Website:
https://darkomitev.com/
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