Consultancy · Games

Historical combat consultancy for games

Players notice when combat feels right. I help studios build movesets, weapons and combat systems grounded in how people really fought, while keeping the game fun to play.

Collection of historical bayonets, trench knives, clubs and an inert grenade laid out on a mat

How I can help

Animation and motion-capture reference

Authentic technique and movement for your animators and performers.

Weapon data

Weights, lengths, grips, reach, and what each weapon is good and bad at.

Combat system input

Mechanics that reflect real fighting, from guards and binds to armour and grappling.

Lore and setting reviews

Making sure arms, armour and fighting styles fit the world you’ve built.

Replica maces, a ball-and-chain flail, a hooked dagger and studded clubs laid out on a training mat

Onsite

Onsite workshops with your team

I can run kick-off workshops with design, animation and narrative teams to define a combat style, give live demonstrations that inform movesets and how hits should feel, and sit in on prototype reviews to give feedback on the spot. Replica kit comes with me depending on need and if i have it.

Periods and styles

Medieval European longsword, sword and buckler, polearms, the warbow and fighting in armour; Japanese sword traditions; and historical hand-to-hand combat from medieval wrestling to First World War trench fighting.

Selected work

Most of my work here is under NDA

Frequently asked questions

Is realistic combat too slow for a game?

Not necessarily. Historical fighting is fast and decisive. I help find the real techniques that suit your game’s pace, and flag where stylisation makes sense.

Can you work with our mocap performers?

Yes, as a technique reference and coach, alongside your performers and directors.

Can you help with fantasy settings?

Yes. Real-world technique makes fantasy combat more believable, even when the world is invented.