A monumental moment for our @totalwar team, seeing Total War: WARHAMMER 40,000 revealed on stage @thegameawards by a true WARHAMMER fan @dkharbour - the next generation of Total War is coming.
Visit @totalwar to view the trailer now.
We can finally reveal the news our @totalwar historical team have been waiting to share...
Total War: MEDIEVAL III is now in early development!
This isn’t just a sequel; it’s the rebirth of historical Total War.
Amazing to be back at Creative Assembly for another corporate event! 🐶
Giving the team a chance to step away from their desks & spend time with these crazy, chaotic Frenchies is always a highlight—they bring such great energy 💪🏼 So many smiles all around, & it was lovely seeing familiar faces from last year too. Such a great place to work with a team that really looks after us ❤️❤️ always a pleasure 🥹
#puppytherapy #puppytherapysussex #puppiesatwork #puppytherapy🐶 #corperatepuppytherapy
We are looking for a highly experienced Senior Motion Capture Technician to join our @totalwar team in West Sussex, UK.
You will act as a senior technical specialist, driving robust motion capture and animation technology solutions across our projects.
Find out more and apply via the link in bio ☝️
We have an excellent opportunity to join our @totalwar team in West Sussex, UK as Head of UI/UX.
You will craft the vision, strategy and operations of the discipline, ensuring clear communication and strong alignment with Franchise goals.
Find out more and apply via the link in bio
We're searching for a Creator Engagement Manager to join our @totalwar team in Sussex, UK, where they'll help our community of Core Creators to bring their Total War stories to life.
You'll be helping to find new ways to add value to creator channels, enabling creative campaigns across the franchise.
Find out more and apply via the link in bio
CA's Josh King gave a talk @middlesexuniversity to students studying BA Games and Level Design, BSc Games Design and Development and MA Games Design.
He spoke about his route into the games industry, his role as a designer and the game development process for @totawar WARHAMMER III and its DLC.
We all know the end of a sword is pointy, but the why behind weapon design goes far deeper than that. Why does a sabre curve while a gladius remains straight? What makes one weapon perfect for slashing and another for thrusting? Understanding the evolution, mechanics and purpose of weapons isn’t just historical trivia: for our animators, it’s a pathway to richer, more believable storytelling, helping them bring more realism and physical understanding into every animation they create.
Team members from across the studio took part in a hands‑on combat training course led by @lucky13action , designed to build exactly that kind of understanding. The sessions focused on how real weapons are held, how they behave, and why practitioners use them the way they do, with the goal of enhancing motion capture performances, creating even better animation starting points and ultimately making combat look and feel more authentic in our games.