Resources for GDSR funded studios

If you're a studio that has received the GDSR, this page is where you can find handy resources such as our Accreditation Guidelines, logo asset files and more.

Webinar GDSR 2

Accreditation guidelines and logo assets

It's important that New Zealanders understand that your business has been provided taxpayer dollars in the form of a rebate via the GDSR. Having this consistent accreditation on your website and in your game helps to:

  • reinforce the value of the rebate to Aotearoa New Zealand; and
  • build awareness of the GDSR.

Accreditation Guidelines

Learn how to apply the Game Development Sector Rebate (GDSR) logo assets to your:

  • business website
  • game website
  • in-game.

Our Accreditation Guidelines help you understand the requirements for use of the logo as well as where and how they must appear.

Logo assets

These logo assets are provided to game studios to acknowledge NZ On Air for its support as part of the GDSR. The accreditation requirements form part of your contract when you receive the rebate.

If you have any questions on using the GDSR logo assets, please feel free to get in touch with us. Email: gamesrebate@nzonair.govt.nz.

Tell us about it

If you're a studio that has received the GDSR and have a game that is soon to be released, a new funded product about to hit the market or some other important news for the industry and wider sector, tell us about it.

Where possible, we can then include it in promotional posts on our NZ On Air social platforms. Just email us at gamesrebate@nzonair.govt.nz.

Recent successes

March 2025 – Bunny Haven, a game from GDSR 2024 recipient studio Runaway, has reached 1.5 million downloads since launching just one year ago.

The game focuses on rescuing and caring for a variety of real-life bunnies, each with their own unique markings, colourings and personalities. Players transform a garden into a loving haven for these bunnies, while also decorating and running a garden café.

The game, which encourages ethical pet ownership and kindness toward animals, quickly found a devoted audience – earning a number of positive reviews and an impressive 4.8-star (out of 5) worldwide rating on the App Store.

RunawayPlayBunnyHaven
1.5million

downloads in its first year

4.8/5 stars

worldwide rating on the App Store

February 2025 - Path of Exile II launched in early access in December 2024, marking the long-awaited sequel to one of the most celebrated action role-playing games of the past decade.

The anticipation paid off—within its first month, the game made a massive impact on live streaming platforms, accumulating a staggering 94 million hours watched in December alone. This impressive engagement placed it as the fourth most-watched game in the world that month, right behind Fortnite.

Grinding Gear Games, a West Auckland-based studio, received a boost from the 2023/24 Game Development Sector Rebate. With a strong early access launch and a dedicated fanbase built over more than a decade, Path of Exile II is shaping up to be a long-term success for the studio.

Path of Exile II
4th most watched

game in the world right behind Fortnite

94 million hours

watched on live streaming

Five minutes with...

SamBatty_Headshot

Samy Batty, lead animator at Shapefarm

Orbitals has one of the most distinctive visual styles we've seen from a New Zealand studio. What was the vision behind Orbitals' distinctive anime-inspired animation style?

We wanted Orbitals to feel as if the characters you are playing are moving like characters from an anime you might watch on TV. To do that we brought qualities of anime from the 80's and traditional cel animation into the 3D animation style of Orbitals. We relied less on the computer for inbetweening and focused our efforts on posing by hand as much as possible. We embraced imperfections as this gave us more dynamic motion and a more authentic look.

So much of modern game animation aims for realism, but Orbitals seems to embrace stylisation instead. What were the biggest challenges in creating Orbitals' highly stylised animation?

The style of the animation is pushing away from realism as much as we can. We embrace the gaps in the animation in order to make something that fits the style that is both striking and satisfying.

Creatively this meant intentionally leaving information out of the animation assets we author for the characters. We work at a limited framerate. We need to curate the appropriate amount of detail in the posing to achieve an animation which communicates clearly to the player.

Animation plays a huge role in making characters feel alive, especially in a co-op game. How do you use animation to give characters personality before they even speak?

The goal is that the player can tell the personality of our characters with just a pose. Maki and Omura are our two playable characters and they have very different personalities. Maki is confident and headstrong with a wide stance and Omura is laid back and carefree with his hand in his pocket.

To keep the characters distinct, we authored animation assets for every action, twice. This was critical to differentiate the two characters; however, it did mean a lot more animation assets since we didn't share anything between the two characters.

Shapefarm has a reputation for creating games with a really strong artistic identity. How important is having a visual style that's instantly recognisable?

To me, having a strong art style which can stand out in a screenshot and be instantly recognisable is really important for games. On the one hand it draws attention and on the other it gives the game a timeless appeal.

We have been pushing the art style of Orbitals in interesting ways, using techniques I had never considered before joining the project. For us in the animation team, we try to match that level of quality with some creative ideas of our own and solid animation to bring the world to life.

You've spent years refining your craft as an animator. Is there a particular moment or sequence in Orbitals that you're especially proud?

For myself, I've been on the more technical side of animation for the majority of the Orbitals project. Stepped Animation in particular has proven to be a complicated obstacle. The solution we came to is something I'm quite proud of because we were able maintain our artistic integrity and provide a technical solution to make our characters feel as 2D as possible.

There's one moment which I feel really captures our intent of making a playable anime. Right at the beginning of the game we have our 3D characters performing a cutscene and right as they hit a high five, we swap them out for 2D hand drawn versions. I love that we could do that without cutting the camera and without it feeling jarring. It's a validating moment which is a testament to the skills of the team.

New Zealand's games industry is earning a reputation for producing world-class creative talent. What advice would you give aspiring animators?

I made a point at the end of last year to attend as many graduate showcases as I could. It was shocking to see the jump in quality from when I was studying. It's really exciting to see these aspiring developers with such strong creative and technical skills entering the industry.

For aspiring animators getting into games, my advice would be to understand that your work doesn't end when you have finished your animation. There's a lot more to being an animator in games than just animating. The way that animation behaves when it is played in the game is also part of your skillset.

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