3D Animation · Motion Design · Sound Design

HELL ZERO

A colour-driven product film where playful impacts trigger rippling transformations across three flavours.
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The Film

Fifteen Seconds,
Three Flavours

Final landscape film — click to watch with sound
Project

Product Animation
& Flavour Transitions

BlenderAfter EffectsPremiere ProSoft-Body SimulationCompositingSound Design
Role
Concept, look development, lighting, animation, simulation, compositing, sound design and delivery
Tools
Blender · After Effects · Premiere Pro
Timeline
Three days
Formats
16:9 and 9:16, social and broadcast exports
The Brief

From Key Visual
to Product Film

A motion design interview assignment: create a 15-second animation from the supplied campaign artwork, presenting all three flavours and the campaign message. The film needed to work in landscape and portrait layouts, with additional broadcast deliverables.

The supplied assets included the can model, packaging textures and campaign graphics. I developed the motion concept and handled the full production.

The HELL Zero campaign key visual, as suppliedSupplied campaign artwork
The closing frame of the animation, matching the campaign compositionFinal animation frame
The Classic can floating among the coloured spheres
Concept

Giving the Spheres
a Purpose

The coloured spheres in the original artwork became the starting point for the animation. Their colours already connected to the flavours, so I made each sphere trigger a transformation on impact.

Introducing the flavours one at a time gives each variant a moment of attention before the final group shot. The floating setting allows the can to recoil and rotate, creating a contrast between gentle movement and fast impacts.

The Blender scene: camera framing, can control rigs and the shader tree
Look Development

Building the
Final Frame First

I began by recreating the campaign composition in 3D. Establishing the final frame gave me a visual target for the materials, lighting and sequence leading into it.

I developed the metallic can shading and glossy spheres around the supplied artwork, using its highlights and shadows as lighting references. Contrast, depth of field and controlled reflections helped keep the packaging readable.

The Ripple

Making the
Transformation Visible

The packaging differences were subtle — hiding the change behind a rotation would have wasted it.

An expanding mask blends between the flavour textures, starting at the point of impact. An empty on the can drives the distance calculation; noise breaks up the edge, while bump and displacement create travelling ripples across the surface. Both effects share the same distance-based control, keeping the graphic reveal and the surface deformation aligned.

The ripple node setup: proximity distance driving a mask, noise and displacement
The shader tree mixing the three flavour textures
Mixing the three flavour textures behind the mask
The three cans landing on the platform
Simulation

Balancing Simulation
and Control

I keyframed the spheres' paths and the can's reactions, then used soft-body simulation for the squash on contact. The challenge was balancing a rubber-like deformation with precise timing: the spheres needed to compress, retain their shape and separate from the can at the right moment.

The final transformation returns the can to Classic, maintaining continuity as it accelerates downward and becomes the first product to land.

Compositing

Combining 3D and 2D

The raw render before compositingRaw render
The final composite with grade, grain and 2D typeFinal composite

I used 3D for the spheres that interact with the can, and the supplied 2D assets for the background decoration. That kept scene complexity and render times down while retaining the campaign's visual elements.

In After Effects I integrated the layers through colour correction, depth cues and motion blur. Cryptomatte passes gave me isolated control over the interacting spheres, bringing their colours closer to the supplied artwork.

The sound design session in Premiere Pro
Sound

Sound and Pacing

The sound follows the shift from weightless motion to a more energetic landing sequence. An airy synth and choir-like texture supports the opening, with watery effects accompanying the transformations. Percussive electronic elements bring weight to the final arrivals.

I selected, edited and mixed the sound in Premiere Pro using Artlist assets.

Formats

Adapting the Composition

Landscape 16:9
Portrait 9:16

I adjusted the layout for portrait delivery, repositioning the products and typography to maintain hierarchy within the narrower frame and respect platform safe zones.

Delivery included social MP4s alongside broadcast MOV and MXF versions, prepared to a Bulgarian Adstream specification with Lumetri scope checks, timecode and loudness normalisation.

The three flavours landed on the platform
Reflection

Colour Doing
the Work

The colour-driven transitions give the existing campaign elements a clear role in the animation. Combining 3D interactions with 2D background elements also helped me complete the piece within the production window.

With more time I would refine the landings and settling motion, and strengthen the sound transition into the final sequence. On a similar project I would test motion against a temporary soundtrack earlier, to develop the visual and audio rhythm together.

Credits
Concept and production
Donát
Supplied assets
Can model, packaging textures and campaign graphics
Sound assets
Artlist

Independent interview assignment based on supplied HELL Zero campaign assets.

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