Ready Player Me
Acquired19 known investors
Estonian developer of cross-game 3D avatar creation tools and SDKs, acquired by Netflix in December 2025.
Also known as RPM · Wolf3D · Wolfprint 3D
Investors · 19
Also in the syndicate · 6
Company profile
researched Aug 2026Ready Player Me was an Estonian technology company, headquartered in Tallinn, that built a web-based avatar creation platform and developer infrastructure for cross-platform 3D avatars used in games and virtual worlds. Users created a single personalized 3D avatar — starting from a photo or built from scratch using a library of hairstyles, outfits and accessories — and reused it across supported applications, while developers embedded the avatar creator and avatar management into their own projects.
The company distributed SDKs and integrations for Unity, Unreal Engine and the web, alongside tools such as a Developer Studio and Asset Manager that let developers upload, manage and monetize custom assets like outfits and accessories through in-app purchases. Later additions included modular outfit support, AI-generated textures, expanded animation libraries and an AI-based Copilot for developers. Its public GitHub organization hosted around 30 repositories covering Unity and Unreal SDKs, a web avatar rendering library (visage), an animation library, iframe integration examples and content validation schemas.
In December 2024 the company launched PlayerZero, a gaming platform on which players could create, customize and carry avatars across multiple games, with direct ownership of digital appearance items recorded via blockchain technology; its launch "Collection ZERO" wearables saw tens of thousands minted shortly after release. Netflix acquired Ready Player Me in December 2025 and Ready Player Me's public services, including PlayerZero, were shut down on 31 January 2026.
Founding story
Wolfprint 3D was founded in 2014 by Timmu Tõke, Kaspar Tiri, Rainer Selvet and Haver Järveoja. Tõke, Tiri and Järveoja graduated from the Estonian Business School, while Selvet studied computer engineering at TalTech. The initial goal was to create realistic avatars for virtual reality, first via 3D scanning booths.
Business model
Ready Player Me supplied an easy-to-integrate avatar creator, developer tools and infrastructure to game and app developers, who embedded the system to give their users personalized avatars intended to improve retention and engagement. Developer-facing tooling such as the Developer Studio and Asset Manager allowed custom assets, including outfits and accessories, to be uploaded, managed and monetized through in-app purchases. The later PlayerZero platform added blockchain-based ownership of digital appearance items.
Traction
The company described its tools as trusted by more than 25,000 developers, with the avatar system reported as usable across 25,000+ supported apps and games and cited at over 30 million monthly users; earlier positioning referenced use in 5,000+ games and apps. PlayerZero's launch wearables collection saw tens of thousands of items minted shortly after release. At acquisition the company had about 20 employees joining Netflix.
Latest developments
Netflix announced the acquisition of Ready Player Me on 19 December 2025, saying it would use the company's development tools and infrastructure to power cross-game avatars across Netflix's games. Deal terms were not disclosed. Roughly 20 employees, including co-founder and CTO Rainer Selvet, joined Netflix; co-founders Timmu Tõke, Kaspar Tiri and Haver Järveoja did not. Ready Player Me's public services, including the avatar creator, developer APIs and PlayerZero, were shut down on 31 January 2026.
▸Full profile — market position, technology, go-to-market, geography, history, risks & controversies
Market position
Ready Player Me was one of the most widely adopted cross-game avatar solutions, positioned around interoperability — a single visual identity reusable across many digital experiences. Its acquisition by Netflix and subsequent shutdown moved the technology from an open service into a proprietary ecosystem, prompting dependent platforms and developers to migrate to alternative avatar providers such as Genies.
The core differentiator was interoperability combined with low integration effort: a single avatar usable across thousands of supported apps and games, and an SDK that let developers plug in a full avatar creator instead of building rigging, customization and compatibility pipelines themselves.
Technology
The platform generated 3D avatars from a single 2D photograph or from scratch through a customization interface, handling the avatar pipeline, rigging and cross-application compatibility. It exposed SDKs and APIs for Unity, Unreal Engine and web platforms, with open-source components including a TypeScript web rendering library, Unreal and Unity SDK modules, glTF runtime loading, an animation library and JSON schemas for validating 3D content compatibility. Later capabilities included AI-generated textures, modular outfits and an AI-based Copilot released in 2023 to help developers streamline avatars.
Go-to-market
Adoption was developer-led: free-to-integrate SDKs, iframe embeds and code samples distributed publicly (including via GitHub and itch.io demos) drove integrations into thousands of games and apps, which in turn drove consumer avatar creation.
Game and application developers building virtual worlds, VR/social and mobile experiences who needed an avatar system without building one in-house, plus the end users of those apps who created and carried a personal avatar between them.
Geography
Headquartered in Tallinn, Estonia, serving a worldwide developer and user base.
History
The company was founded in 2014 in Tallinn as Wolfprint 3D, initially aiming to produce realistic avatars for virtual reality. In early 2016 it introduced the Luna scanner, a 3D scanning booth that captured a person's face in roughly 90 seconds and was installed in public venues such as malls and airports; by December 2016 four Luna booths had been built and over 5,000 people scanned, and the company raised money through a side-by-side equity crowdfunding campaign on SeedInvest to deploy more pods. In late 2018, under the shortened name Wolf3D, it pivoted from physical scanners to software that generated 3D avatars from a single 2D photograph. Wolf3D introduced the Ready Player Me avatar platform in mid-2020 and launched it officially in early 2021, with early integrations in social VR applications such as VRChat, later renaming the company after its main product. It raised a $1.3M seed round in 2020, a $13M Series A in 2021 and a $56M Series B in 2022, launched PlayerZero in December 2024, and was acquired by Netflix in December 2025.
Risks & controversies
The January 2026 shutdown of public services was a hard stop rather than a phased wind-down, leaving developers who had integrated the SDK and APIs to migrate or rebuild their avatar pipelines, with consequences for onboarding UX, cost and timelines. Commentary characterized the transition from an open, interoperable service to a closed ecosystem controlled by Netflix as a setback for cross-platform digital identity. An earlier 2016 equity crowdfunding round by predecessor Wolfprint 3D was referenced in press coverage questioning investor enthusiasm for crowdfunded start-ups.
Compiled by commissioned research from 7 cited public sources — announcements, filings, and press listed under research sources below.
Key figures
latest reportedCompany-reported or press-reported figures, each dated to when it was claimed — not independently audited.
Timeline · 8
launches, deals, and filingsFollowing the Netflix acquisition, Ready Player Me ended its public services, including the avatar creator, developer APIs and PlayerZero, on 31 January 2026.
Netflix acquired Ready Player Me to power cross-game avatars across its games catalogue. Terms were not disclosed. About 20 employees, including co-founder and CTO Rainer Selvet, joined Netflix; co-founders Timmu Tõke, Kaspar Tiri and Haver Järveoja did not.
Ready Player Me launched PlayerZero, a platform for creating, customizing and carrying avatars across multiple games, with blockchain-based ownership of appearance items and the 'Collection ZERO' wearables release.
Ready Player Me launched an AI-based Copilot to help developers streamline avatars.
Wolf3D launched Ready Player Me, offering developers plug-and-play tools to integrate its avatar system into games and virtual worlds; the platform launched officially in early 2021.
Renamed Wolf3D, the company shifted from physical scanning booths to generating 3D avatars from a single 2D photograph.
Wolfprint 3D raised money through a side-by-side equity crowdfunding campaign on SeedInvest to support deployment of its 3D scanning pods.
The company launched Luna, a 3D scanning booth capable of capturing a human face in about 90 seconds, installed in public locations such as malls and airports.
Dated company events from announcements, filings, and press; legal rows summarize public dockets and regulator releases.
▸Research sources · 7
primary sources listed
- Ready Player Me · GitHubgithub.com · web
7 public sources were cited for this profile; the first-party ones are listed here.
Frequently asked questions
- What does Ready Player Me do?
- Estonian developer of cross-game 3D avatar creation tools and SDKs, acquired by Netflix in December 2025.
- Who are Ready Player Me's investors?
- Ready Player Me's investors include 7percent Ventures, a16z crypto, Andreessen Horowitz, BHM Group, Collab+Currency, Konvoy Ventures, NordicNinja, Presto Ventures and 5 more.


.jpg)
