
Factory of the Future - Game Introduction Explanimation
A 2D explanimation that teaches new players the roles, rounds, and flow of the Factory of the Future transformation game.
01
The Brief
Factory of the Future is a serious game that Enversed Studios developed together with Brainport Industries. Teams play a workshop session on touchscreens, combined with physical game components, and have to make a fictional manufacturing company futureproof by choosing the right Industry 4.0 technologies. Before a session starts, new players need to understand how the game is put together: what the four roles do, how a round works, and what happens in each phase. My job was to make that introduction: a short explanimation with an English voice-over that gets everyone up to speed before the first round begins.
Video · 2 clips
Fig. 01 · Video
Introducing the game and the players about to take part.
Fig. 02 · Video
A closer look at two of the four roles and what they're responsible for.
02
My Approach
I received static Illustrator files, a basic storyboard, and the script text. How it would move was up to me. I prepared the artwork in Illustrator, splitting everything into layers so each element could be animated on its own, and linked the files into After Effects. From there I animated the full video: introducing the game, walking through the four player roles (organisation, product, production, and network), and explaining how each round and phase flows. Because the storyboard was deliberately loose, I could decide the timing, transitions, and how each scene builds up, and shape the animation around the voice-over.
03
The Result
A 2-minute 2D vector explanimation with an English voice-over that explains the game's roles, rounds, and phases, ready to play at the start of a workshop session.
04
Outcome
The video is implemented in the game itself, so new players can watch it before their first session starts. It was also a project with an unusual amount of creative freedom: getting only static artwork and a rough storyboard meant the motion design was fully mine, which made it a good exercise in translating someone else's illustration style into animation that feels natural.
03 / About
Concept first, medium second
I'm Ramon, a multimedia designer based in Eindhoven. Projects start with a problem: what the thing has to do, and how someone should move through it. The answer has been a 360 film, a VR walkthrough, an explainer animation, a configurator and an AI training platform.
My part is 3D, design and code: modelling and lighting in Blender, interface and motion in XD/Illustrator and After Effects, and the build in PlayCanvas or Next.js.