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Draft:Speech Graphics

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  • Comment: Slightly rewording AI writing doesn't make this article any less AI generated. You need to take WP:TNT to it, blow it up and rewrite it completely using sources you find and in your own words. Sulfurboy (talk) 18:27, 7 August 2026 (UTC)
  • Comment: Please be aware that use of LLMs to generate content for Wikipedia is not allowed, see the guideline at WP:NOLLM. They are very bad at actually summarizing sources: you will need to hand-check every claim to make sure the source actually supports it, and also that it's not so closely paraphrased as to be a copyright violation. M kuhner (talk) 01:04, 7 August 2026 (UTC)
  • Comment: Have you used AI to generate any of this content? Theroadislong (talk) 16:11, 6 August 2026 (UTC)
  • Comment: In accordance with the Wikimedia Foundation's Terms of Use, I disclose that I have been paid by my employer for my contributions to this article. GregorHofer (talk) 14:51, 6 August 2026 (UTC)
  • Comment: Declaring a conflict of interest: I am the CEO and co-founder of Speech Graphics. Paid/COI disclosure is on my user page and on this draft's talk page. I am submitting through AfC rather than publishing directly.
    Strongest independent, secondary sourcing for notability:
    * Metzger et al., Nature (2023) — the company's facial-animation technology, and its CTO, were part of the study.
    * Mashable (2023) — mainstream coverage naming the company and its role in the study.
    * GamesIndustry.biz (2024) — feature discussing the company and its Rapport platform.
    *GamesBeat (2022) - coverage of company fund raise and new product
    * Alphr (2020) and DigitalNation.scot (2026) — profiles of the company.
    Funding and acquisition coverage (Silicon Canals, FinSMEs, Built In Edinburgh) supports specific factual claims rather than notability. GregorHofer (talk) 14:51, 6 August 2026 (UTC)

Reply: I have completely rewritten all sections without the use of AI while keeping the orginial strucuture. I have also added additional sources that I have verified myself including the Times and Gamesbeat. GregorHofer (talk) 16:35, 7 August 2026 (UTC)


Speech Graphics
TypePrivate
Industry
Founded2010; 16 years ago (2010) in Edinburgh, Scotland
FoundersMichael Berger, Gregor Hofer
Headquarters,
Scotland, United Kingdom
Key people
Gregor Hofer (CEO); Michael Berger (CTO)
ProductsSGX, Rapport, FaceFX
Number of employees
~60 (2025)
Websitewww.speech-graphics.com

Speech Graphics is a technology company that develops animation technology and is based in Edinburgh, Scotland. It was founded in 2010 as a spin-out from the University of Edinburgh. Speech Graphics core technology generates facial animation automatically from audio, without the use of motion capture, by analysing the voice to drive a model of the facial muscles involved in speech and expression.[1][2] [3] The company's software has been used in many video game titles including Middle-earth: Shadow of Mordor, The Last of Us Part II, Hogwarts Legacy and Monster Hunter Wilds.[4][1][3]

History

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Speech Graphics was founded in 2010 as a spin-out from the School of Informatics, University of Edinburgh by Michael Berger and Gregor Hofer [5][2] while finishing their PhD's in speech technology and machine learning. [3]

The first public use of the company's technology was the facial animation for Kanye West's 2014 music video "Black Skinhead", also in 2014 the company provided facial animation for Middle-earth: Shadow of Mordor, published by Warner Bros. Games.[6] In 2016, Gears of War 4 was the first video game to make use of SGX.[7]

The company raised a Seed round in 2018 [8] and in 2022 raised a Series A funding round led by Sands Capital to launch an enterprise-facing brand, Rapport, for conversational avatar applications.[9]

In September 2025 the company the FaceFX facial-animation software from OC3 Entertainment. FaceFx is used in games such as Halo, Gears of War, Grand Theft Auto V and Baldur's Gate 3; OC3's co-founder Jamie Redmond joined Speech Graphics as part of the transaction.[4][10] The company employs around 60 staff and is headquartered in Edinburgh, with further offices in Austin, Budapest and Singapore.[4][3]

Products

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  • SGX generates facial animation from voice recordings which can directly be imported into game engines and 3D animation software. It is distributed with plug-ins for Autodesk Maya and Unreal Engine.[3]
  • SG Com generates facial animation in real-time from either live or synthetic audio input; it has been used for real-time avatar voice chat, including the player-to-player lobby chat in Fortnite.[3]
  • Rapport is a cloud platform for AI-driven avatars, which was launched as a brand in 2024. It is used in enterprise applications such as scenario based roleplay simulations.[5][2]
  • FaceFX is the facial-animation software acquired from OC3 Entertainment in 2025.[4][10]

Notable projects

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Speech Graphics' technology has been used in many AAA video games, including Middle-earth: Shadow of Mordor, The Last of Us Part II, Hogwarts Legacy, Resident Evil Village, Gotham Knights, Dying Light 2 Stay Human, High on Life and Monster Hunter Wilds.[3][4] For Hogwarts Legacy, the company's SGX suite was used to produce facial animation across multiple languages,[3] and for Monster Hunter Wilds it was used to generate lip sync and expressions in Japanese, English and Chinese.[11]

Research applications

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Through a colaboration with researchers at the University of California, San Francisco and the University of California, Berkeley SG Com was used as part of a brain–computer interface study, published in the journal Nature in 2023, that enabled a severly paralysed patient to communicate through a digital avatar.[12][2] As the patient attempted to speak, neural activity was recorded and used to synthesise speech as well as avatar movements with Speech Graphics' technology .[12] The SG Com real-time software was used to convert decoded muscle movements into 3D facial animation in a game engine, similar to a video game.[13] [14]

References

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  1. 1 2 "Speech Graphics: Revolutionizing Facial Animation with Audio-Driven AI". DigitalNation.scot. 5 April 2026.
  2. 1 2 3 4 Freeman, Will (8 July 2024). "Levelling up healthcare: Understanding games' life-changing medical potential". GamesIndustry.biz.
  3. 1 2 3 4 5 6 7 8 "A Deep Dive Into Speech Graphics' Facial Animation Solutions". 80 Level. 20 March 2023. Interview with co-founder and CTO Michael Berger.
  4. 1 2 3 4 5 "Speech Graphics Acquires OC3 Entertainment". FinSMEs. 2 September 2025.
  5. 1 2 "Scotland-based Speech Graphics raises €6.22M for its facial animation technology; introduces a new brand, Rapport". Silicon Canals. 25 March 2024.
  6. "Inside Speech Graphics: creating the virtual faces of the future". Alphr. 3 June 2020.
  7. "Tech firm talks a great video game". The Times. 16 November 2016.
  8. "Speech Graphics pays more than lip service for growth". The Times. 27 February 2018.
  9. Takahashi, Dean (23 February 2022). "Speech Graphics raises $7M for lip-synced facial animation". GamesBeat.
  10. 1 2 "Speech Graphics Acquires OC3 Entertainment's Game Animation Tech". Built In Edinburgh. 2 September 2025.
  11. "Speech Graphics releases a case study on the use of "SGX" in Monster Hunter Wilds". CGWORLD.jp (in Japanese). 16 July 2026.
  12. 1 2 Metzger, Sean L.; Littlejohn, Kaylo T.; et al. (2023). "A high-performance neuroprosthesis for speech decoding and avatar control". Nature. 620 (7976): 1037–1046. doi:10.1038/s41586-023-06443-4. PMC 10826467. PMID 37612505.
  13. "AI-Powered Video Game Tech Helps Paralysed Woman To Speak Again". BeyondGames.biz. 1 September 2023.
  14. Dobriyanova, Teodosia (24 August 2023). "Video game technology helped a woman regain her speech". Mashable.
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Category:Companies based in Edinburgh Category:Software companies of Scotland Category:Animation companies Category:Companies established in 2010 Category:University of Edinburgh