EFFECT HOUSE AI LAUNCH FILM

PROJECTEffect House AI launch film
CLIENTTikTok Effect House
ROLESenior Multimedia Designer · animation, music, and pacing
SCOPEAnimation · Music · Pacing
PERIODSeptember 2026
PUBLISHEDOctober 8, 2026 · TikTok @effecthouse
PRACTICE02 ANIMATION & STORYTELLING

I took the approved storyboard through animation, music, and pacing, keeping one rhythm through eight looks.

PROBLEM
Eight visual styles had to read as one continuous game animation.
MY DECISION
I animated once and swapped separated artwork onto the same keyframes.
SHIPPED
I delivered animation, music, and pacing for the published launch film.
EVIDENCE
A 36.5-second cut in eight styles, published October 8, 2026.

THE numbers

The game's stopwatch from the film, flat illustration style
36.5seconds

The published cut, with the music and pacing as I set them.

The rubber duck from the film's 3D toy look
8styles

Looks the same stacking game switches through in one beat, on the same timing.

The seal character from the film
2weeks

From start to the delivered cut.

Published October 8, 2026. Animation, music and pacing by Siji.

THE RESULT

WATCH WITH SOUND · 36 S · PUBLISHED OCTOBER 8, 2026

I carried the film through animation, music, and pacing to the version published on Effect House's TikTok account.

THE BRIEF

The storyboard was set. I took it from there: animation, music, and pacing, keeping eight looks on one rhythm.

Effect House AI turns a text prompt into a TikTok effect. For its launch, Effect House needed a 36-second film.

The storyboard supplied by the team, 41 frames in a seven by six grid: the typed prompt and the idea-to-effect title, the chat creating a seal and a stacking game, the game in eight looks, example effects, the tool, the model picker, the end card
THE STORYBOARD · 41 FRAMES · AS HANDED OVER
STEP 01

SAME GAME, EIGHT SKINS

The same stacking game had to change its look eight times, in under three seconds, and still read as one continuous animation.

It all happens in one shot, and that shot was the hardest part of the film.

01 · EIGHT LOOKS, ONE CONTINUOUS ANIMATION · FROM THE PUBLISHED CUT
STEP 02

SPLIT THE SCENE, SWAP THE LAYER

I animated the game once, then swapped all eight skins onto one set of keyframes.

I tested an AI video tool suggested by the storyboard designer and design lead. Even with a first and a last frame, it did not give me the timing control this shot needed, so I kept the animation in After Effects.

So I turned it around and had AI split each design frame into separate elements. I cleaned the parts in Photoshop and swapped them into layers already animated in After Effects.

The parts that fill four layers, in five of the eight looks: a row of first objects (seal, pipe and cone, blocks, cup noodle, duck, books), a row of hands, a row of tables, a row of stopwatches
02 · LAYER BREAKDOWN · OBJECT · HAND · TABLE · TIMER
STEP 03

THE SCRIPT WAS SET, THE TIMING WAS NOT

I rebuilt the timing of the storyboard’s 30-second animatic in After Effects, and the cut grew to 36.5 seconds.

The beats stayed the same. What changed was how long each one held, so every moment had room to read.

The animatic of September 2 as a strip of 24 frames, one every 1.5 seconds: gray storyboard frames timed out, 30 seconds
03 · ANIMATIC · SEPTEMBER 2 · 30 S · ONE FRAME EVERY 1.5 S
The final cut of September 18 as a strip of 24 frames: the same beats, retimed, 36.5 seconds
03 · FINAL CUT · SEPTEMBER 18 · 36.5 S · KEPT
STEP 04

REVIEW MY OWN DRAFT FIRST

Before anyone else saw the first draft, I reviewed it in Frame.io and left myself sixteen notes.

Three of them: the 3D fly-in was too fast, the style switch did not look like it came from clicking Change Style, and the glitch ending came out of nowhere.

04 · SELECTED FROM SIXTEEN NOTES

Swap the content. Keep the keyframes.

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