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Motion Graphics

Motion Graphics

Parque Arauco

Parque Arauco

Parque Arauco

/// Overview

/// Overview

In collaboration with Vissua.co, I developed a comprehensive internal training campaign for Parque Arauco aimed at unifying ethical standards across their security, maintenance, and customer service teams. The project spanned eight distinct three-minute episodes, relying on a character-driven narrative to translate corporate procedures into engaging, digestible animated scenarios that accurately represented the diverse staff and daily mall environments.

In collaboration with Vissua.co, I developed a comprehensive internal training campaign for Parque Arauco aimed at unifying ethical standards across their security, maintenance, and customer service teams. The project spanned eight distinct three-minute episodes, relying on a character-driven narrative to translate corporate procedures into engaging, digestible animated scenarios that accurately represented the diverse staff and daily mall environments.

// General Information
Role
Character Designer, Rigger, 2D Animator
Duration
3–4 months
Software
Illustrator, After Effects
Credits
Studio / Collaboration: Vissua.co

/// The Challenge

/// The Challenge

Managing an extensive volume of animation—yielding approximately 24 minutes of final content—required extreme pipeline efficiency. The primary difficulty lay in designing a highly modular 2D character rigging system capable of handling multiple unique staff personas and heavy dialogue without suffering from performance bottlenecks, visual fatigue, or structural inconsistencies across the eight extended scripts.
Managing an extensive volume of animation—yielding approximately 24 minutes of final content—required extreme pipeline efficiency. The primary difficulty lay in designing a highly modular 2D character rigging system capable of handling multiple unique staff personas and heavy dialogue without suffering from performance bottlenecks, visual fatigue, or structural inconsistencies across the eight extended scripts.
Managing an extensive volume of animation—yielding approximately 24 minutes of final content—required extreme pipeline efficiency. The primary difficulty lay in designing a highly modular 2D character rigging system capable of handling multiple unique staff personas and heavy dialogue without suffering from performance bottlenecks, visual fatigue, or structural inconsistencies across the eight extended scripts.

/// The Solution

/// The Solution

I engineered a streamlined vector-to-animation workflow between Illustrator and After Effects, focusing on creating reusable master rigs for the core cast. By standardizing the facial controls and joint hierarchies, I was able to rapidly generate expressive performances while utilizing dynamic camera animations to maintain visual momentum and narrative engagement throughout the lengthy educational modules.
I engineered a streamlined vector-to-animation workflow between Illustrator and After Effects, focusing on creating reusable master rigs for the core cast. By standardizing the facial controls and joint hierarchies, I was able to rapidly generate expressive performances while utilizing dynamic camera animations to maintain visual momentum and narrative engagement throughout the lengthy educational modules.
I engineered a streamlined vector-to-animation workflow between Illustrator and After Effects, focusing on creating reusable master rigs for the core cast. By standardizing the facial controls and joint hierarchies, I was able to rapidly generate expressive performances while utilizing dynamic camera animations to maintain visual momentum and narrative engagement throughout the lengthy educational modules.

/// The Process

/// The Process

Concept development began with translating the behavioral scripts into standardized visual scenarios and designing the distinct vector characters in Illustrator to reflect the varied mall staff. Once the assets were cleanly organized and imported into After Effects, I constructed robust modular rigs tailored for extensive lip-sync and character acting. The animation phase involved blocking out the lengthy dialogues, executing dynamic camera movements to keep the framing engaging, and finally integrating the multi-character interactions into a cohesive episodic format over a rigorous four-month production cycle.
Concept development began with translating the behavioral scripts into standardized visual scenarios and designing the distinct vector characters in Illustrator to reflect the varied mall staff. Once the assets were cleanly organized and imported into After Effects, I constructed robust modular rigs tailored for extensive lip-sync and character acting. The animation phase involved blocking out the lengthy dialogues, executing dynamic camera movements to keep the framing engaging, and finally integrating the multi-character interactions into a cohesive episodic format over a rigorous four-month production cycle.
Concept development began with translating the behavioral scripts into standardized visual scenarios and designing the distinct vector characters in Illustrator to reflect the varied mall staff. Once the assets were cleanly organized and imported into After Effects, I constructed robust modular rigs tailored for extensive lip-sync and character acting. The animation phase involved blocking out the lengthy dialogues, executing dynamic camera movements to keep the framing engaging, and finally integrating the multi-character interactions into a cohesive episodic format over a rigorous four-month production cycle.