mo.co

Character and presentation animation

View contribution
An armored mo.co hero rides between two mounts in a wide desert landscape.

Patagon Digital’s part

What we contributed.

Patagon Digital joined the mo.co production in December 2022, creating character gestures and dances, animating mounts and rider interactions, and handling performance, composition, and final camera work for short-form hero presentations in Maya.

Animation showreels

Project story

Inside the collaboration.

The challenge

Patagon Digital's work on mo.co grew directly from the relationship built with Supercell during Everdale. After that project ended, members of the Everdale team recommended the studio internally to the mo.co team.

The initial responsibility focused on cosmetic and presentation animation: dances, gestures, mounts, victory and defeat performances, and other character moments designed to bring personality to the game beyond its core combat.

Our involvement

As the relationship developed, Patagon Digital became a largely self-sufficient animation partner. The work remained centered on cosmetics and presentation while expanding at different stages into environment and prop animation and a series of hero-introduction cinematics.

The team managed planning and blocking, spline, accessories and polish, with internal review at every stage before delivery. Patagon Digital also provided detailed production breakdowns, communicated progress early, and worked directly with Supercell's producers and animation contacts. At times the studio operated without a dedicated animation lead overseeing its daily work, making clear communication, internal review, and reliable delivery especially important.

The outcome

mo.co became the first game Patagon Digital contributed to that reached a live audience. The studio's role adapted through major production changes and redesigns; workload expanded and contracted at different stages, occasionally requiring temporary team growth, while the underlying collaboration continued.

Supercell's feedback remained strongly positive, and the relationship grew beyond individual deliveries into long-term trust. The mo.co team also invited Patagon Digital to Finland for an in-person workshop, where the studio presented its work and process alongside the wider production team.

Reflection

mo.co represents the production model Patagon Digital has been working toward: a small remote team that does not create additional management burden for the studios it supports. The team reviews its own work, communicates directly, documents where time is going, adapts to changing needs, and tries to resolve problems before they become someone else's problem.

Internally, feedback is collaborative rather than hierarchical, and everyone is encouraged to identify distractions, challenge ideas, and help improve the work. Seeing mo.co reach players also made the project personal: for some team members it was their first shipped game, something their friends and families could finally download and play.