Making a product make sense in 60 seconds.

A short film that shows what the product does, why it matters, and what to do next. Written, designed and animated by one team, to a fixed schedule.

The bar we work to.

Four 60-second explainers. Real product interfaces, one idea per film, motion that serves the sentence rather than decorating it. Watch thirty seconds of any of them.

Twenty working days, four gates.

The same sequence every time. Each stage ends with something you can read or watch, so nothing expensive gets built on an assumption.

  1. Day 1

    Onboarding

    We learn the product properly from your onboarding form and product access: what it does, who it’s for, and the one thing the film has to land. We come out of day one with a single sentence everyone agrees on. Everything after it serves that sentence.

  2. Days 2 to 5

    Script and storyboard

    You get the full script and a frame-by-frame storyboard for approval. Nothing is animated until you’ve signed off. This is the cheapest place to change your mind, so it’s where we spend the argument.

  3. Days 6 to 15

    Design and animation

    Real product UI, screen-recorded or rebuilt as artwork, depending on your product and what the film has to show. Custom motion, sound design, and a voice track if the script calls for one. You see the film in progress, not only at the end.

  4. Days 16 to 20

    Review, revisions and delivery

    Timestamped notes, revisions against the approved storyboard, then handover: masters, cutdowns, captions and source files. Everything you need to publish the same day you receive it.

One film, every format you’ll actually use.

Delivery is a package, not a file. Everything below arrives together at the end of day twenty.

The 60-second film

The 16:9 master, delivered in a high-quality mezzanine file and a web-optimised MP4 that’s ready to drop into a hero section.

explainer-16x9-master.movexplainer-16x9.mp4

9:16 and 1:1 versions

Recut for vertical and square, not cropped. Framing, pacing and type are rebuilt so the film still reads on a phone at arm’s length.

explainer-9x16.mp4explainer-1x1.mp4

Captioned and clean

Burned-in captions for sound-off feeds, plus clean versions and a separate subtitle file for players that handle their own.

explainer-captioned.mp4captions.srt

Full source files

Project files, compositions, artwork and audio stems. If someone else needs to pick the film up in a year, they can.

source-files.zip

Anything that appears in the film is included in the handover. There are no locked files and no per-format extras.

Three rules we don’t break.

Craft is easy to see and hard to fake. Judgment is the opposite. These are the calls that get made before anyone opens a design file.

One idea per film

A film that says three things is remembered for none of them. We pick the single idea that moves someone from confused to interested, and we cut everything that competes with it. The rest of the product is what the website is for.

The first three seconds decide everything

Nobody owes the film their attention. The opening frame has to name the viewer’s problem before the logo, the tagline or the music, because if the hook misses, the other 57 seconds were never watched.

Show the product, don’t describe it

Adjectives are cheap and viewers discount them. A real interface doing a real job is the argument. Whether we record it or rebuild it as artwork depends on the project. Either way it is a demo with the boring parts removed, not a promise about one.

Not started one yet?

Read the guides, or tell us what you’re making. Published prices, a fixed date in the agreement, and the script approved before anything animates. Already in production? Ask your project lead.