- Alexandre Ferré — Creative Direction & Motion Supervision
- Martin — Lead 2D Motion Design, After Effects Compositing & Typography
- Aurélie — Motion Design, Editing & Multi-Format Cutdowns
“100% 2D Motion Design Reveal Trailer — Zero 3D, Zero AI”
Official showcase trailer produced for Paris Games Week: zero 3D and zero generative AI, handcrafted in pure 2D motion design under After Effects to honor the original illustrators at Atypique Studio.
↓ Read Technical Breakdown & Pipeline (5 chapters)The Intention
Introduce Mixcity Swap's urban flair and tactical mechanics to players and press at Paris Games Week, while honoring the studio's human illustrators with a strictly zero-AI production pipeline.
The Craft
Detailed Photoshop illustration layer separation, animation of 5x3 tactical card-swap battle grids (HP, Attack, CRIT), 2.5D camera parallax, kinetic typography, and modular end-screen loop.
The Outcome
A high-energy launch trailer showcased at Atypique Studio's Paris Games Week booth, delivered with seamless loop cuts ready for live exhibition screens, Steam, and social channels.
Selected Renders




Behind the scenes, technical trade-offs & methodology
1. Business Context & Objective
Ahead of Paris Games Week, independent developer Atypique Studio commissioned Alt-Studio to direct an announcement trailer for Mixcity Swap able to cut through the visual noise of a crowded show floor while clearly explaining core gameplay mechanics to both players and press. The commercial brief went well beyond mood setting: within thirty-five seconds, audiences had to grasp a distinctive mix of stylized urban characters and tactical card-swapping combat across a structured grid.
In a video game industry where players and specialized press carefully scrutinize synthetic shortcuts, a non-negotiable creative principle guided every decision from day one: zero generative AI and zero 3D. Mixcity Swap derives its charm from its human illustrators and bold 2D graphic voice. Alt-Studio delivered a dedicated 2D Motion Design pipeline engineered from scratch to honor every brushstroke.
2. Art Direction & Technical Challenge
The central creative challenge lay in delivering theatrical momentum and spatial depth from strictly flat 2D assets: character key art, card frames, and UI mockups supplied by Atypique Studio. Without CGI cameras or 3D meshes, perceived dimension had to be achieved through precision layer separation in Photoshop, subtle 2.5D parallax planes, and expressive timing in After Effects.
We locked two production rules to safeguard artistic fidelity:
- Zero "pixel" reinterpretation of the artwork: every protagonist (Nkosi, Kintaro, Ayamie, and the extended roster) appears faithfully down to the original line weight, grain, and color palette crafted by Atypique Studio's artists.
- Instantaneous mechanical legibility: during the five-by-three tactical combat board sequence featuring health points, attack values, and CRIT impact badges, swap trajectories and hit-stop timing were tuned so passersby on the exhibition floor understand the rules within seconds.
3. Deployed Pipeline (2D Motion Design)
For this commission, neither 3D rendering nor generative AI was used anywhere in the pipeline. Our team executed a structured 2D Motion Design workflow anchored in Adobe Photoshop and Adobe After Effects:
- Manual Photoshop Layer Separation & Paint-Over: original artwork was split cleanly into foreground limbs, torsos, props, typographic stickers, and backdrops, with hand-painted infill behind overlapping silhouettes to unlock smooth 2.5D camera drifts without tearing.
- 2D Rigging & Graph Editor Timing in After Effects: characters, card decks, and title cards were rigged in 2D and timed inside After Effects' Graph Editor with custom animation tooling, preserving snappy anticipations, crisp settles, and tight musical beat sync with zero generative imagery.
- In-Game UI & Battle Board Reconstruction: tactical tiles, HP/attack counters, and CRIT flashes were rebuilt natively at crisp resolution so every gameplay sequence remains razor-sharp on large Paris Games Week displays.
- Looping Show-Floor End Screen (
END-Boucle): a dedicated seamless crew loop uniting the full cast behind the game title, built for continuous playback on booth monitors and modular social reuse.
4. Production Cadence & Methodology
Structured to meet hard exhibition deadlines before Paris Games Week, production ran over a focused 3-week sprint:
- Week 1 (Script, Key Visual Production, Motion AD & Motion Previz): inventory of Atypique Studio artwork, script breakdown, production of key compositions, motion art direction lock, and animated motion previz to validate gameplay storytelling.
- Week 2 (Motion Polish on Key Visuals & Gameplay Sequences): character animation and motion polish passes (Kintaro, Ayamie, Nkosi), tactile 5x3 grid combat choreography, and graphic wipe transitions.
- Week 3 (Animation Finalization, Micro-Tweaks & Multi-Format Exports): final curve polish in After Effects, fine-tuning across timing beats, standalone booth loop assembly, and delivery of all localized and social cutdowns.
5. Delivered Formats & Adaptations
Atypique Studio received a comprehensive turnkey exhibition and digital rollout toolkit:
- 16:9 HD Show-Floor Master built for Paris Games Week screens, Steam embeds, and YouTube.
- Steam Wishlist Cut and Textless Clean Feed prepared for store campaigns and multi-region editorial use.
- Standalone Character Loops & End-Screen Loop engineered for modular reuse across social channels and booth kiosks.
- Series of Key Visuals & High-Resolution Stills per Character exported for press kits, store assets, and community announcements.