Didimo
Didimo
Didimo
Your characters, your style, your specifications - automated at scale. Instantly fit assets, create infinite variations, generate crowds, and export game-ready characters with Popul8
Your characters, your style, your specifications - automated at scale. Instantly fit assets, create infinite variations, generate crowds, and export game-ready characters with Popul8

Company
DidimoFounders
Verónica OrvalhoYear
2017Website
E-mail
Hub
MarIndustries
Artificial Intelligence & Machine LearningSaaS & SoftwareMedia & CommunicationMarketing
SUMMARY
Didimo develops proprietary AI and automation technology for 3D character production. Popul8™ is a character automation platform that generates large populations of production-ready 3D characters — secondary casts, crowds, creatures — directly from a studio's existing base character, art style, and assets. It works across Unreal Engine, Unity, and proprietary pipelines with no cloud dependency, and studios retain 100% of their IP. The target sector is the global games industry, with particular relevance for city simulators, MMOs, and RPGs — genres where world population scale is a core production challenge.
PROBLEM
Game studios waste enormous time and resources on character creation. Building NPCs and crowds manually is slow, sequential, and expensive — every asset fit, every variation, every change at a late stage compounds delays and costs. Studios are stuck in rigid workflows that can't scale with production demands.
Didimo solves this problem. With deep expertise in digital humans and automated character pipelines, Didimo built Popul8™ to eliminate these bottlenecks — bringing the same technology that powers real-time, game-ready digital humans to the challenge of NPC and crowd generation at scale.
SOLUTION
Popul8™ automates the complete character creation pipeline. Studios define their art style and specifications once; Popul8™ instantly fits assets dynamically, generates thousands of fully-rigged, quality-checked NPCs and crowds, and exports characters optimised for any game engine — including Unreal, Unity, and proprietary platforms. Changes can be applied at any stage, breaking free from the sequential bottlenecks that slow traditional pipelines.
The impact is proven. Colossal Order used Popul8™ to build every character in Cities: Skylines II, calling it "indispensable" to their vision. Avalon produced more, better-looking characters than they could have managed independently. Playable Worlds credits Popul8™ with helping their artists deliver faster without compromising quality.
From indie to AAA, the result is the same: faster time-to-market, reduced production costs, and the freedom to iterate without penalty — giving artists and developers the agility to focus on what matters most.
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