Supercell · Brawl Stars
Kenji
From first sketch
to final frame.
An end-to-end vertical marketing cinematic developed by HUUDA — from visual concept and 3D production to animation, render and final delivery.
Watch the final film01 — The assignment
One idea.
One pipeline.
One final film.
The goal was to create a complete character-led marketing asset for Kenji — conceived, built and finished as one visual production.
HUUDA carried the project from the initial design language to the final rendered piece. The result is a campaign cinematic, not gameplay footage and not an ingame implementation.
- Client
- Supercell
- Universe
- Brawl Stars
- Deliverable
- Vertical marketing cinematic
- Scope
- Concept to final render
02 — Story & pre-production
The film starts
on paper.
Story beats, framing and color were solved before expensive 3D production began. The color script established the journey from a cool, quiet opening into the warm energy of Kenji's action.

Timing before polish.
The animatic locked shot order, performance beats and edit rhythm. It gave every department one shared target before the sequence moved into final asset production and animation.
03 — Visual development
Every prop has
a role to play.
The visual language expanded from the hero into a full cast of food, tools and environmental details. Concepts defined how each asset should look, move and read before modeling began.




04 — Building the world
Design becomes
a production system.
Props were developed as one family: compact silhouettes, controlled materials and saturated accents that all belong to Kenji's world. The boards below are selected assets from that production pass.
- 01
Visual direction
We began by finding a strong visual idea for Kenji: a new silhouette, an expressive weapon language and a readable palette that could carry the whole film.
- 02
3D production
The world was built as a coherent kit of stylized assets. Shape, material and color decisions were designed to read instantly inside a fast vertical edit.
- 03
Motion & camera
Performance, action beats and camera rhythm turned the design into a short-form character moment made for a marketing format — not an ingame asset.
- 04
Final image
Lighting, rendering, compositing and sound brought every layer together into the final vertical cinematic delivered for the campaign.




From approved concepts to production-ready forms, materials and set pieces.




05 — Motion to finish
Directed for
the vertical frame.
Action, camera, lighting and compositing were developed together so the character beat lands immediately — with enough graphic clarity for a small screen and enough finish for a hero campaign asset.
- Animation
- Camera
- Lighting
- Rendering
- Compositing
06 — Final delivery
The final
cinematic.
34 seconds · Vertical format
Press play with sound
Final rendered marketing asset · No ingame footage
The complete delivery
From a blank page
to a finished story.
This project reflects how HUUDA can own an art-led marketing production end to end: create the visual direction, build the assets, direct the movement and deliver the final rendered film.
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