Latest News
Exclusive interview with Henri Mirande, CTO and Co-founder of Kinetix
In a nutshell, Kinetix is an AI-driven platform that allows users to generate 3D content easily and quickly. But it is much more than what that quick summary suggests. Here we have with us its co-founder and CTO Henri Mirande in a free-flowing chat about the platform, its features, its vision, its philosophy and its future. So, without any more ado, over to Henri!
Q. Let’s start on a personal note. Tell us briefly about your life and career.
A. I’m an avid gamer. I spent my teenage years playing strategy games, clocking up a total of four thousand hours on Civilization IV alone. As a passionate gamer, I decided to study Engineering in Computer Vision, a field that would allow me to be close to the games industry. After conducting research I joined multiple exciting tech companies bringing solutions to developers and publishers, such as Dynamixyz. My experiences helped me see that AI technologies will transform multiple industries, which is when I made up my mind to start my entrepreneurial journey in AI for gaming!
Q. Now we shall move to Kinetix. What’s the story behind Kinetix? Kinetix, as we understand it, is a product of the Covid-19 era. What were the founding objectives of Kinetix?
A. Kinetix started after I met my co-founder, Yassine Tahi, during the Entrepreneur First program in 2020. We share a common passion for gaming and belief in the potential of AI. We started by interviewing some experts and pros who were our potential users. What brought us together is that we were both convinced that, with recent breakthroughs in research, we didn’t have to limit the AI opportunity to the pros but think about it as a tool for casual users too. In many of our early stage discussions investors were pushing for a SaaS model to address the market of 3D animation professionals. We were convinced that AI was going to give everyone new abilities and that a bigger market was going to be addressable in a short time frame. We made the choice to develop technologies for the mass market setting. The Kinetix vision is to Humanize Metaverse by allowing everyone to create their own stories through Emotes. This unique positioning gave us a strong first-mover advantage and we’re now seeing a lot of players starting to develop AI for broader audiences.
Q. Did you have a clear-cut idea at the beginning about the kind of platform you were going to develop for Kinetix and the kind of technological backbone required for it? Or did you innovate on the go towards the present platform and technological model?
A. We knew we wanted our tech to be very user friendly and as accessible as possible. We evaluate and make all our tech infrastructure choices with that objective in mind. It guides our development and we always leverage what we learn from our users to further simplify the creation or integration process. Our main metrics on our studio are the percentage of our users becoming creators and time it takes them to make their first creation. The metric we monitor on our SDK is the time it takes developers and publishers to integrate it, and we’re happy to say it now takes less than one day for junior game devs. By improving on these metrics, we ensure we’re creating tech that is able to onboard thousands of users and their User Generated Emotes into games and virtual worlds.
Q. You mentioned making the process of 3D content generation easier and more accessible. How far has Kinetix succeeded in doing that? Could you provide some stats, regarding the number of users and the amount of time needed to develop 3D content using Kinetix?
A. On average, our users need 2 to 3 minutes to create and finalize an Emote. More than half of the created Emotes use more than two of our AI and editing features, demonstrating they easily navigate through and play with the multiple creative tools we offer to create awesome Emotes. You don’t have to take our word for it though – give it a try and see how easy 3D content creation can be! Our user base is constantly growing with more than 33% growth each quarter.
Our biggest recent success is for our SDK. We engaged hundreds developers in a beta program that helped us develop it. We are still accepting registrations and invite every developer interested in integrating Emotes in their projects to sign-up as a beta tester.
Q. You also talked about monetization for the users and fairer sharing of ad revenue with the creators. Could you provide some details – for example, stats about sharing of revenues with creators before Kinetix and after Kinetix?
A. The Kinetix Emote SDK has been developed to enable Emote distribution cross games and virtual worlds. AI not only heightens creativity it also guarantees to deliver assets in consistent formats. Our Emotes are 3D animation files that essentially contain information about the position of different points over a given period of time. As opposed to avatar or weapon, they don’t compete with the look-and-feel of the game or virtual world, they can be used agnostically whether the aesthetic is “blocky” (like Roblox), or realistic (like Fortnite). Kinetix Emotes are designed to be interoperable assets and this makes a huge difference for creators, allowing their creations to be used across multiple environments. Interoperability expands usage drastically, which leads to increased asset value, and like many other gaming companies we believe creators must benefit from that fundamental change. Kinetix gives 95% of the value of the first sale of any User-Generated Emote to its creator, as explained in our white paper. This is comparable to what big Web3 virtual worlds offer for their creators, while creator fees on Web2 gaming platforms often range between 20 and 40% of the generated revenue.
Q. The other objectives you had while starting out were better self expression while creating 3D content and interoperability of the content across platforms. After nearly three years of operating, what are your thoughts on these objectives with reference to the performance of Kinetix?
A. With multiple integrations with games & virtual worlds currently being deployed we are beginning to deliver on our ambition of interoperability. One of the most exciting parts in our adventure is how we are progressively changing our focus towards Emotes. We define Emotes as animations that express avatars’ emotions like dances, gestures & celebrations. Working on Emotes and not 3D animations might seem a niche thing, but it is not! It’s a big challenge as we are now dealing with emotions that motions convey. We are creating new categories that are no longer just describing the movements but also the message they share. This is changing how we produce our own content, how we funnel the creative process for users, how we prioritize our R&D projects. We are convinced that this new approach allows us to build tech that is not only capturing movement but what it expresses. We feel that we are heading in the right direction to develop a new standard of self-expression technology.
Q. Now, tell us about the most eye-catching features of Kinetix?
A. The feature I am the most proud of is our Video-To-Emote technology. It is the first one we released but we are now at v1.5 and we can say that our AI has been polished and is getting better and better. Our challenge of delivering high-quality 3D animations with a single camera is very complex. We see many players delivering great tech but their setups are often time-consuming and expensive. We made the decision to give everyone, or at least every smartphone owner, the possibility to become a 3D creator for free and we believe this is the right decision. The level of expertise we reached on our Video-To-Emote technology is awesome and I am proud to see that in addition to the studio we are now offering it as a standalone solution with the recent launch of our “Motion Portal” tool. This solution allows brands to set up a Portal where their fans just upload their 10s videos to animate their favorite brand avatar and universe. It fully relies on our Video-To-Emote and we generate thousands of high-quality videos without any need for animation cleaning. This level of performance is what we were aiming for with my team of 10+ R&D engineers and I am happy to see that the results are engaging our partner communities!
Q. What are the new features to be launched in the near future?
A. We have really exciting features coming soon. One that really excites me is the release of our facial animation feature coming in 2023. My team worked hard to deliver a facial recognition technology embedded within our suite of AI models for 3D animation. Results are outstanding. I am excited to see our community of creators testing it by the summer. We know it will increase the level of fidelity of users’ creations. Mixing body motion capture with facial, style transfer as blend models allows us to provide the most comprehensive suite of AI technologies applied to 3D animations on the market.
Q. Our readers would also love to hear about some of the impressive 3D content generated via your platform. If you don’t mind, provide some great examples.
A. One story I really like is the Next Dancer one. We constantly chat with our community on Discord and also arrange interviews with them. This is how we met with Damien Daube. He is a former professional breakdancer that was using our tech to record his dances and save them as 3D files. When we spoke for the first time he explained to us that he would love to see a game leveraging our tech to allow dancers to bring their dances into a virtual world. It was at the exact moment we were starting to build our SDK. Our paths were perfectly aligned so we went on a common journey and we are really happy that Damien has successfully launched the first version of Next Dancer: the first AI based dance game. This new gameplay is seducing players such as famous IPs, with the French version of “Dancing with the Stars” having already made a collection of dances for the game. Embedding our tech at the core level of such a great game empowers creativity and UGC.
Q. Machine learning and artificial intelligence are witnessing phenomenal changes at a rapid pace. There have been reports that some of the big players in the field are eying 3D content generation using AI, after similar products in text and 2D graphics like ChatGPT and DallE? Do you see a threat or opportunity here?
A. All those new AI releases are a tremendous opportunity. One simple fact that proves it, is that over the last weeks almost every tech enthusiast has learned how to prompt. It is now clear for a lot of people that they will benefit from AI to improve their work and creative process. We believe those general models are putting the spotlight on how AI can impact multiple industries and gaming is a target of choice. Those models are trained on a very large dataset and this is a big difference comparing how 3D animations models are currently being developed. They mainly rely on academic datasets which are way smaller. Being able to collect large sets of animations is one of the main challenges for our technology. As Kinetix not only addresses professionals but creators at large, we built a top proprietary library of animations coming from casual users. This gives us a unique competitive advantage. It sets the foundation for training larger models in animation to excel in our industry. Our R&D tests prove that we are gaining a strong and long lasting competitive advantage.
Q. Finally, do you have any advice or suggestions to new entrepreneurs, especially as someone who started out and succeeded during the Covid pandemic?
A. My advice is to do what you love and love what you do! Founding and managing a company is an exciting adventure when shared with passionate people. What I care about the most is to work with enthusiastic people who have very strong convictions on the future of AI and gaming. We are very cautious in our recruitment process to make sure that every newcomer brings a little more passion to the team.

Latest News
Esports Charts becomes the official viewership analytics partner of the StarLadder StarSeries Season 19
Esports Charts, the leading esports viewership analytics provider, is pleased to announce a new partnership with StarLadder, a veteran tournament organizer.
The companies will partner for the new season of StarLadder StarSeries Season 19 — the legendary tournament series returns to the professional Counter-Strike scene after a six-year break.
As the official analytics partner of the StarLadder StarSeries Season 19, Esports Charts will provide comprehensive, real-time audience data and insights throughout the event for a deeper understanding of the tournament’s global reach.
“We’re proud to provide real-time viewership analytics for StarLadder StarSeries Season 19,” said Artyom Odintsov, co-founder and CEO of Esports Charts. “We welcome the return of StarLadder to the Tier‑1 Counter-Strike stage, adding healthy competition among tournament organizers. This season marks an exciting new chapter for a historic series, and our data will help capture audience engagement throughout the event, giving organizers, teams, and sponsors valuable insights into global viewership trends.”
StarLadder has been a driving force in global esports for almost 25 years, since hosting its first tournaments in 2001. The company has organized some of the industry’s most iconic events, including the StarLadder Berlin Major and The DOTA 2 Chongqing Major in 2019. Later this year, StarLadder will also host the Budapest Major 2025 — where it was earlier announced that Esports Charts will serve as the official viewership analytics partner.
The StarSeries tournament series, a key part of StarLadder’s brand, has helped launch the careers of numerous Counter-Strike stars. The last StarSeries event, StarSeries & i-League CS:GO Season 8, took place in October 2019 in Turkey. After a six-year hiatus, the series is finally set to make its return this fall with a brand-new season in Europe.
“StarLadder’s decision to partner with Esports Charts once again reflects our confidence in their leadership in esports viewership analytics. Their methodology sets the benchmark for accuracy and transparency — from tracking impressions with a true 30-second viewing window to providing insights that go far beyond raw numbers. Together, we are committed to giving brands and fans a deeper statistics of competitive Counter-Strike, powered by metrics that truly matter,” shared Viacheslav Shcherbakov, Head of Sales & Partnerships at StarLadder.
The StarLadder StarSeries Season 19 will run from September 18 to 21 in Budapest, Hungary, featuring a $500,000 prize pool. Eight teams will battle for the title: Natus Vincere, B8 Esports, Passion UA, 9INE, PARIVISION, OG, and Gentle Mates.
The post Esports Charts becomes the official viewership analytics partner of the StarLadder StarSeries Season 19 appeared first on European Gaming Industry News.
Latest News
Study confirms €191 million economic impact of ICE and iGB Affiliate 2025
The 2025 editions of ICE and iGB Affiliate generated €191 million in economic impact for Barcelona and Catalonia as well as supporting an estimated 3,100 part time jobs, according to a study conducted by Equimore.
The two world leading business to business events which attracted attendees from 186 countries generating 121,000 overnight stays benefitted a wide range of local businesses including hotels, restaurants, transport services, venues and event production with the average daily spend of non-local attendees calculated at €449.
An input-output model was employed to estimate the total direct, indirect, and induced economic impacts resulting from Barcelona hosting ICE and iGB Affiliate 2025.
The analysis also evaluated the employment effects capturing the jobs created and supported as a result of hosting the exhibitions. Direct Impacts consists of expenditures associated with organising, exhibiting, and attending within the Barcelona – Catalonia economy. The indirect or secondary impacts corresponds to the knock-on effect of the event on the Barcelona -Catalonia economy including activity generated by the suppliers and service providers that benefited from the direct impact of the event. Induced impacts which corresponds to the activity generated by the consumption in the Barcelona-Catalonia economy of the wages received by people who worked directly or indirectly on the 2025 events.
Clarion Gaming Managing Director Stuart Hunter said: “After many successful years in London, we made the decision to relocate to Barcelona with a clear ambition: to evolve, to grow, and to offer our global community an even greater platform for connection and innovation.
“The industry’s experience in Barcelona was shaped by several key factors that made ICE and iGB Affiliate 2025 truly exceptional. World-class exhibitors showcased an outstanding cross-section of global gaming innovation. The Clarion Gaming team, collaborating seamlessly with partners at Fira GranVia, demonstrated why they’re regarded as the best in the business.
“The results speak for themselves — a record attendance, exceptional exhibitor engagement, and an impressive €191 million in economic impact for the Barcelona and Catalonia economy boosted by a large international business audience. We can’t wait to see everyone again in January 2026.”
The post Study confirms €191 million economic impact of ICE and iGB Affiliate 2025 appeared first on European Gaming Industry News.
Latest News
GGPoker to Broadcast WSOP Online 2025 Final Tables Live, Featuring GGPoker.tv Broadcast Debut of Poker Legend Phil Hellmuth
Join Jeff Gross and his legendary co-hosts on September 23 and September 30
GGPoker, the World’s Biggest Poker Room, today announced it will live stream the final table action of two of the most prestigious events from the ongoing WSOP Online 2025 tournament series. The broadcasts will be available on GGPoker.tv, the brand’s official YouTube channel, and will feature the debut of poker legend Phil Hellmuth as a live GGPoker.tv broadcast host.
The first broadcast, on September 23, will showcase the high-stakes drama from the final table of the $5,000 WSOP Online Main Event, arguably online poker’s most important annual tournament. This landmark event will be co-hosted by frequent GGPoker anchor Jeff Gross and the 17-time WSOP bracelet winner, Phil Hellmuth. Known for his “poker brat” persona and unparalleled tournament record, Hellmuth’s inclusion will provide viewers with an unprecedented look into the mind of one of poker’s greatest champions.
The action continues on September 30, with the final table of the $10,300 GGMillion$ High Rollers event. Joining Jeff Gross for this broadcast will be GGPoker Global Ambassador and fellow poker icon, Daniel Negreanu. Negreanu, with his engaging style and deep understanding of the game, will provide expert commentary and analysis, making this broadcast another must-watch for poker fans everywhere.
“We are incredibly excited to bring the WSOP Online 2025 action directly to our fans with these two live broadcasts,” said Paul Burke, Head of Public Relations at GGPoker. “Having Phil Hellmuth and Daniel Negreanu on air alongside Jeff Gross to break down the action will be a true treat. This will be more than just watching a final table; it’ll be a masterclass in poker strategy from two of the best to ever play the game.”
The post GGPoker to Broadcast WSOP Online 2025 Final Tables Live, Featuring GGPoker.tv Broadcast Debut of Poker Legend Phil Hellmuth appeared first on European Gaming Industry News.
-
Latest News3 months ago
Brand-new projects debuting at iGB L!VE: Casino&You and Win&You Partners!
-
Latest News1 month ago
Light & Wonder to Participate in the 2025 Australasian Gaming Expo
-
Latest News1 month ago
ReferOn Shortlisted for Acquisition & Retention Partner of the Year at SBC Lisbon 2025
-
Latest News1 month ago
Gavin Hamilton Joins Sports & Wellbeing Analytics as Chairman to Accelerate Global Expansion
-
Latest News2 months ago
2025 PUBG MOBILE WORLD CUP KICKS OFF WITH GROUP DRAW AHEAD OF ESPORTS WORLD CUP
-
Latest News3 months ago
HIPTHER Community Voices: Interview with the CEO and co-founder of Nordcurrent Victoria Trofimova
-
Latest News2 months ago
CEO of MEDIA24 Interviewed: Industry Scams, Business Insights and SEO
-
Latest News2 months ago
HIPTHER Community Voices: Interview with CEO of Media 24 Martins Lasmanis
You must be logged in to post a comment Login