The four levels

Same screen.
Four ways to fill it.

Animation comes in tiers. See them side by side and decide which one you are talking about before anyone talks to you.

Scroll to smash
GamingGaming

Gaming

Your games, on your jackpot displays.

Partnered with Simtech, we work with gaming manufacturers and their licensed assets to align slot titles to LED jackpot displays in gaming rooms worldwide.

Right for

Jackpot signage, bank toppers, link progressives, manufacturer launches. Anywhere a licensed game needs to live on an LED display exactly as the manufacturer intended.

AmbientAmbient

Ambient

Texture, colour, light, motion.

No characters, no story. Calm content for lobbies, foyers and considered spaces, with light branding where it is wanted.

Right for

Lobbies, foyers, lounges, wayfinding, basic marketing. Anywhere a screen should feel premium without asking to be watched.

PremiumPremium

Premium

Custom, built on what exists.

Custom elements that draw on our library and your marketing and brand assets, tailored to your displays and your vision.

Right for

Promotions, launches, celebrations, branded attract loops. A strong result on a sensible timeline because much of it already exists.

UltraUltra

Ultra

Fully custom. Fully cinematic. Anamorphic.

Custom 3D modelled assets, environments, camera moves, effects and anamorphic illusions that break the frame. We build your display itself in 3D, at its exact resolution and sightlines, so the animation is perfect on final render and output. You own the assets afterwards.

Right for

The hero screen. An opening, a rebrand, a flagship property, a corner or portal where an anamorphic moment stops people mid-stride.

What is actually different

Same questions. Four answers.

GamingAmbientPremiumUltra
CharactersLicensed game assetsNoneLibrary and brand assetsOriginal, designed for you
EnvironmentThe game's own worldAbstractStyled sceneBuilt world
CameraTo the manufacturer's briefStatic or slow driftConsidered movesCinematic sequence
EffectsJackpot and win momentsMotion and lightStylised effectsFull simulation: coins, fire, water
AnamorphicNoNoOccasionallyYes, built around your sightlines
Built to your canvasYesYesYesYes
Your brandingGame brand, venue nameColoursFull brand and titlesWoven through
You own the assetsNo, licensedNoNoYes
Typical production timeShortestShortMiddleLongest
What moves the scope

Four choices that are yours.

30s

Length

A thirty-second loop and a one-minute sequence are different jobs. You choose how long the screen holds attention.

1LED displays

Number of canvases

One portrait, or the portal, the column and the ribbon above the floor. Each canvas is its own composition.

Adapted

New versus adapted

How much already exists in our library or your brand, and how much has to be created from nothing.

V1

Number of revisions

Consolidated feedback and one approver keeps you at V2. Five rounds of notes from five people gets you to V5.

The reference decoder

How to read anything you send us.

Every reference is made of the same six ingredients. Each one can be done the kinder way or the more involved way.

IngredientKinder to a budgetMore involved
The creatureOne we have already built, restyled as yoursA new creature designed, sculpted and rigged from nothing
CameraFewer moves, held longerMany short cuts from many angles
The worldA scene we have, relit and re-dressedAn environment built from scratch
EffectsStylised effects that read at distanceSimulated fire, water, fabric, coin cascades
The lookBold and graphic. Usually better on a big screen anywayPhotoreal, where every stage works harder
The castOne hero carrying the pieceSeveral characters, each built separately
The next step

Know which level you are talking about?

Tell us the screen and the level, or say you are not sure. Both are good answers.

Start an enquiry