Selected motion / 00:45
The story
in motion.
Trailers, short films and character moments — a quick look across the worlds I’ve been building.
Music on. This one is meant to be felt.
Book a call ↗Animated stories for games and beyond
A world to get lost in.
A character to care about.
A story that gives your audience a way in.
I’m Mayo. I make animated stories, trailers and player guides — from the first idea to the final cut.
The worlds I’ve made
Client productions and personal films. Different worlds, different tones, and the decisions that brought them to life.
Selected motion / 00:45
Trailers, short films and character moments — a quick look across the worlds I’ve been building.
Music on. This one is meant to be felt.

01 / Personal film · 3.5 minutes · No dialogue

A hunter climbs Hallasan for the one thing that could save his mother, and finds a white deer that will make him choose.
The story
High on Hallasan, a hunter searches for a way to save his mother. At Baengnokdam he meets a sacred white deer, and the answer he came for becomes a choice he never expected to make. Inspired by a legend from Jeju, the film tells that encounter without a word: its emotion lives in the faces, the landscape and the music.
The project
I made Baengnokdam for an AI film festival. It was an experiment that changed how I think about making films. I wrote the script and edited the final piece, using Midjourney to develop the characters and locations, GPT Image 2.0 for the storyboards and ElevenLabs for the music. AI also helped bring the planned shots into motion.
The silent format was deliberate. I wanted to see how much the performances, the edit and the score could carry without a voiceover explaining what to feel.
Story / Character & location design / Storyboards / AI art / Animation / Music / Edit
No dialogue.
Every look matters.Expression, timing and music carry the hunter’s choice.


02 / Client work · Vertical AI drama · 60-second pilot

Good fences make good neighbors.
This street has never heard of either.
The neighbours are certain there is something strange about Dave. They just can’t agree on what.
A quiet newcomer becomes the neighbourhood’s favourite mystery. Dave’s neighbours are so busy trading theories about him that they miss the trouble brewing behind their own fences. The pilot follows Dave’s side of the story; later episodes let each new rumour reveal a little more of the truth.
The project
The brief set the vertical format and semi-realistic anime style, leaving me free to shape the story. I used that freedom to make a neighbourhood comedy with a thread of drama underneath. Meeting Dave first gives the audience someone to care about before the neighbours start inventing their versions of him. I chose a warm, golden-hour street to make their increasingly absurd gossip play against an idyllic setting.


Small talk.
Big suspicions.
In sixty seconds, close framing gives each reaction room to land, while the edit leaves just enough unanswered for the next episode.
Story / Character & location design / Storyboards / AI art / Animation / Music / Edit
03 / Personal project · Animated short in progress
Every night, a little bear keeps watch beside a sleeping child. When a star falls from the sky, he wraps himself in a blanket and sets out to help her.


The story
He’s small, the garden is enormous, and the fallen star needs him. The Blanket Knight is a children’s tale about looking after someone, even when you’re a little frightened yourself.
The project
I first made this story more than fifteen years ago for a student assignment: create an animation from scratch in 3ds Max. Roughly 90 seconds took me over six months of half-sleepless nights. I came back to Teddy years later to make the film I had imagined then. He’s more alive, more beautiful and more clumsy than ever; the red blanket and his determination remain.
Same little bear.
A new way to tell his story.
Story / Character & location design / Storyboards / AI art / Animation / Music / Edit
04 / Client work · Game update trailer
One ambitious trainer.
A village with a lot to learn.


The story
Moochkin is determined to train Faenora’s villagers for the dangers ahead. He pulls Dave into an unlikely crash course that turns new game mechanics into the kind of adventure players can laugh at and follow.
The project
The team brought me their story, characters, world and music. My job was to direct that material into a trailer that made an update feel like a piece of the game’s story — with a clear action in every short shot, and a joke that carried from one to the next.
How it came together
It was an early AI animation, made in four-second Kling shots. I built the keyframes mainly in Midjourney, edited them extensively in Photoshop, and animated them in Kling. Every keyframe made it into the film. Characters and backgrounds were created separately, then adjusted to keep the world feeling like one place.
Those tools still had limits: continuity between shots took extra work and wasn’t always perfect. The finished trailer achieved its purpose, though — explaining mechanical changes through a funny, character-led story.
Direction / Animation / Edit

05 / In development · Original animated series
A young Viking. A quiet village. Nothing is quite what it seems.
Uggi lives in a village that looks perfectly ordinary. Then small impossibilities begin slipping into his everyday life. Curious, stubborn and usually one step behind the trouble, he keeps finding himself at the centre of stories much bigger than he expected.
An original series told in sixty-second vertical episodes, with a stylised cinematic fantasy look and cliffhangers that leave one ordinary man facing some very extraordinary problems.
Meet Huginn in the production art ↓
Also in the toolkit / Player guides
A useful guide starts with understanding where players get stuck. I play the game, record the relevant gameplay and build the explanation around a specific mechanic or challenge. Then I script, voice and edit a video for your channels. The Armour X guide below is an example of how I explain a strategy.
Watch: Stop Dying in Armour X ↗Words from collaborators
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Inside the process
Every film starts with decisions: what happens, how it feels, and what the audience needs to see. I work those out through the script, character designs, locations and storyboard — before animation begins. These production pieces show three different worlds taking shape: a character concept for Huginn from Uggi and the Gods, a location from Baengnokdam and a storyboard for The Blanket Knight.



If you have an established world, I start by getting to know its source material. When we create one from scratch, I begin with the story’s destination before writing scenes. For a series, that means looking beyond the first episode.
The wholeThe person behind the worlds
I’m Mayo. The part I love is finding the story — then giving it a world you can see and hear.
I write, design, animate, direct voices and edit. Working across those stages lets me carry an idea all the way through: a detail from the script can become a visual motif, a character’s expression can change the timing of a cut.
My own films give me room to experiment with tone, pacing and visual style. I bring that experience into client work, with a defined brief and review points so you can see how the project is developing.
When I’m away from the edit, I devour books, play games and lose track of time digging in my beloved garden.
Tell me what you're imagining ↗Work with me
Tell me what you’re imagining and the budget you have in mind. I’ll suggest a scope that fits. We’ll agree the production schedule and fixed price before work begins.
For launches & world-building
Give your audience a first encounter with your world, its characters, and what's at stake.
Have artwork or characters ready? We can build from them. Length, shot complexity and any new design work are shaped around your brief and budget.
Book a call about this ↗For onboarding & updates
Help players understand a mechanic, tackle a challenge, or find their next reason to log in.
Length, research time and recording needs are agreed before production.
Book a call about this ↗For a regular publishing rhythm
A recurring creative partner for teams with something new to share every month.
We’ll agree a mix of posts and short videos around your priorities and monthly budget. Story-led films are scoped separately.
Book a call about this ↗For creators, guilds & projects
A character portrait that feels like you. A guild set with a shared identity. A collection of images that belongs to the same world. Tell me the style, where the images will be used and how many you have in mind — we’ll plan a set around your budget.
Book a call about this ↗


Clarity from the start
Written scope and delivery date, agreed before work begins.
Two revision rounds at the stages set out in your quote.
Any extra work is priced and approved before I begin.
Your budget shapes the scope.Tell me what you want to achieve, what you can spend and what materials you already have. We might make a focused film from existing assets, or build a wider production with new artwork and extra formats. I’ll explain what’s possible and put the deliverables, review stages, usage and fixed price in writing before we begin.

Another way to work together / Creator partnerships
I don’t just talk about games. I actually play them. My tutorials, game showcases and guides come from my own gameplay — the discoveries, the mistakes and the moments that make me want to keep playing.
I also stream Decentraland through Prisma Talents, on Decentraland’s official YouTube channel. It’s another way I get to share the experience live, with the people playing alongside me.
For sponsored videos, streams or an ambassador collaboration, tell me about the game and what you’re planning. We’ll agree the content, channels and schedule around the campaign.
Let’s plan a stream or collaboration ↗Before we begin
Midjourney, GPT Image, Seedance, ElevenLabs, Suno, and whatever replaces them next quarter. The oldest film here was made on Kling, four seconds at a time. Worth saying out loud: you're buying a finished video, not a stack.
Yes. Share your goal, the budget or range you have in mind, and any materials you already have. I’ll suggest a realistic scope and explain the choices — for example, using existing artwork, focusing on fewer scenes or adding new designs. You’ll know the deliverables and fixed price before deciding.
No. Games are a focus, but I also make original shorts, vertical drama and stories for brands. If your project needs a story, send it over.
I use generative tools for parts of the artwork, animation and audio workflow. I direct the story, visual continuity, performances, pacing and edit. We'll discuss your brand's requirements and any tool restrictions before quoting.
We review the script and visual direction before animation. Two revision rounds are included at the stages named in your quote. Changes to approved direction or additional rounds are priced for approval before work continues.
It depends on the shot count, design work, length and my production schedule. Send your deadline with the brief. I'll confirm feasibility and a delivery schedule before you commit.
Your quote specifies the finished video formats, teaser cuts, usage and any third-party licensing. If you need project files, paid advertising usage or specific music and voice rights, include that in the brief so we can agree it up front.
Yes. I’m available for sponsored livestreams, gameplay videos, guides and ongoing creator partnerships. Tell me about your game, audience, campaign goals and timing. We’ll agree the format, channels, deliverables and budget together.
We’ll spend 30 minutes talking about your idea, your audience, the materials you already have and your budget. You don’t need a finished brief. I’ll help identify a sensible starting point, then follow up with a scope and quote.
Yes. Existing characters, environments, gameplay footage or music can become the starting point. We’ll review what is usable and what still needs to be created, so your quote reflects the work your project actually needs.
Your world. Our next conversation.
Have a world, a campaign or the spark of an idea? Book 30 minutes with me. We’ll talk about your goals, your budget and what we could make together.
Bring your idea. No polished brief needed.