
Motion & Film
Brand films, title sequences and launch campaigns. Concept, design, animation and sound under one roof.
Vonkel is an independent studio of nine designers, developers and one sound nerd. We build moving identities, films and real-time experiences for brands that refuse to stand still.
We treat code like clay and maths like a mood board, so the work keeps moving long after launch.
Most of what we make is not animated by hand. We design the rules, the colours and the behaviour, and then let systems do the drawing. That is how one identity can produce ten thousand trailers, and how an installation can still surprise us on its hundredth day.
We work best as a small, senior team sitting right next to yours: from the first sketch to the last export, without account managers in between.
Meet the studio →Most projects mix all four. We are happy to take on a single piece too, as long as it is an interesting one.

Brand films, title sequences and launch campaigns. Concept, design, animation and sound under one roof.

Logos and visual systems written as code, so they can respond to data, music or simply the time of day.

Real-time visuals for stages, clubs, museums and public space, from one projector to a forty-metre LED wall.

Websites and campaign pages where motion carries the message. WebGL, shaders and stubborn performance work.

We start with a workshop, not a pitch deck. What should people feel? Where will the work live? What absolutely cannot change? The answers become the constraints we design inside.
Two weeks of fast sketches in code and motion. You will see dozens of rough experiments, many of them ugly, and we will pick the two or three systems worth growing together.
The chosen system gets its colours, its type and its timing. This is the slow part: tuning parameters until the output feels designed rather than generated.
Final films, real-time builds, tools for your team and a living style guide. We stay on call after launch, because systems that move occasionally need a nudge.
Fridays are for unpaid curiosity. A few stills from the studio's ongoing series, all rendered straight from code.









For a documentary about early computing we let a single row of pixels write the opening titles. Here is how Rule 110 ended up on a cinema screen.

A gradient on a poster is a decision. A gradient that moves is a whole series of decisions, and most of them are about restraint.

Perlin noise is forty years old and still the most useful thing in our toolbox. Some thoughts on treating randomness like clay.