Selected work

Three worked examples

These are illustrations of how a batch is designed, written out in full. They are not client results — the studio publishes real cases only with the client's name on them.

Worked example · Direct-to-consumer · supplements

Forty openings for one product page

A single hero video had been running for six weeks. Cost per acquisition had drifted up by half and nobody could say whether the offer or the opening had worn out.

The situation

A single hero video had been running for six weeks. Cost per acquisition had drifted up by half and nobody could say whether the offer or the opening had worn out.

What we did

One brief, forty openings across four hook families: problem-first, result-first, objection-first and presenter-first. Same product footage throughout, so only the opening differed.

What it showed

The test isolated the variable. Hook family, not offer, explained the drift — three of the four families were exhausted, one was never tried.

40
variants
4
hook families
72h
delivery

Worked example · Motorsport · sponsor activation

A paddock spot without a paddock

A sponsor activation needed race-weekend footage. The race weekend was three months away and the budget did not cover a crew.

The situation

A sponsor activation needed race-weekend footage. The race weekend was three months away and the budget did not cover a crew.

What we did

Photoreal generation of the whole scene: garage, pit lane, rider walk-up and on-track. Twelve openings cut from the same world.

What it showed

Material in the campaign's hands in days rather than a quarter, and the same world could be re-cut for every later flight.

12
openings
1
generated world
0
shoot days

Worked example · Mobile game · user acquisition

Character reveals at test volume

A game studio needed vertical creative fast enough to keep pace with a live-ops calendar, and its art team was busy shipping the game.

The situation

A game studio needed vertical creative fast enough to keep pace with a live-ops calendar, and its art team was busy shipping the game.

What we did

Vertical character reveals generated at 1176×1764, each with a different opening beat, all labelled for the destination platform.

What it showed

Creative stopped being the constraint on the calendar. The art team kept working on the game.

9:16
native
weekly
cadence
100%
rights

Range

What the pipeline can make

Race weekendPhotoreal · generated world
Character revealVertical · 1176×1764
Paddock walkPhotoreal · 30 fps
ArenaCrowd simulation
DuelVFX pass
Fight sequenceMotion · 30 fps
Night exteriorLow light
StreetPhotoreal · 24 fps
Product angleStudio lighting
PursuitHandheld
Race weekendPhotoreal · generated world
Character revealVertical · 1176×1764
Paddock walkPhotoreal · 30 fps
ArenaCrowd simulation
DuelVFX pass
Fight sequenceMotion · 30 fps
Night exteriorLow light
StreetPhotoreal · 24 fps
Product angleStudio lighting
PursuitHandheld