
When Maximilian Bernardi from Daedalic Entertainment reached out again after the Bloodgrounds Trailer success the year before, we were excited to see what game trailer he needed help with this time.
When he said it's a cozy 3D puzzle game called "Woodo", we were a bit lost at first. This isn't a game genre we are too familiar with. But boy, oh boy were we surprised and completely in love with this game after playing the demo.
This game trailer needed really high production value to match the visuals of the game, but there were only 7 weeks to release, and one of those weeks would be Gamescom week, with possibly nobody being able to work.
Time was tight!
So we agreed to only do 30 seconds of 2D animated sequences. This way we could focus on quality to keep up with the polished, textured look of the game. We went with a watercolor look as looked beautiful next to the game.
The trailer is a great success so far. The 2D sequences took 6 weeks to completion.
After 1 week of release we are already looking at more than 400,000 YouTube views.
To name the biggest channels:
Check out "Woodo" the game Here
Launch Trailer | 30 Seconds | 2026
Storyboard: Eleonora Trapani
Concept Art: Stefano Scapolan
Posing: Benedetta Pontiroli
Animation: Benedetta Pontiroli, Walter Giampaglia, Carlo Palazzari, Till Machmer
Clean-Up: Tatiana Mazzei, Till Machmer, Friedrich Schäper
Backgrounds: Friedrich Schäper
Art Direction: Friedrich Schäper
Client: Publisher: Daedalic Entertainment, Developer: Tiny Monk Tales
Client Direction: Yullia Prohorova




Parallel to the storyboarding, we were also developing a watercolor style with Stefano, and also getting a first idea of the characters.
After some initial brainstorming with Max and Yullia, these sequences and shots were developed and bit by bit refined in the first 1.5 weeks after kick-off.




In posing, each character is drawn in 2–3 important acting positions for each shot. The goal is to define acting and get the character looking on model. This was then reviewed by Yulia, to match her vision of the characters and storytelling.
This shows the finished frame-by-frame rough animation. It was achieved after about 4 weeks from the initial kick-off.
It is always satisfying to see the characters finally in smooth motion. Some of the group scenes are missing side characters, as it was easier to add them later in the clean-up stage.
When Maximilian Bernardi from Daedalic Entertainment reached out again after the Bloodgrounds Trailer success the year before, we were excited to see what game trailer he needed help with this time.
When he said it's a cozy 3D puzzle game called "Woodo", we were a bit lost at first. This isn't a game genre we are too familiar with. But boy, oh boy were we surprised and completely in love with this game after playing the demo.
This game trailer needed really high production value to match the visuals of the game, but there were only 7 weeks to release, and one of those weeks would be Gamescom week, with possibly nobody being able to work.
Time was tight!
So we agreed to only do 30 seconds of 2D animated sequences. This way we could focus on quality to keep up with the polished, textured look of the game. We went with a watercolor look as looked beautiful next to the game.
The trailer is a great success so far. The 2D sequences took 6 weeks to completion.
After 1 week of release we are already looking at more than 400,000 YouTube views.
To name the biggest channels:
Check out "Woodo" the game Here
Launch Trailer | 30 Seconds | 2026
Storyboard: Eleonora Trapani
Concept Art: Stefano Scapolan
Posing: Benedetta Pontiroli
Animation: Benedetta Pontiroli, Walter Giampaglia, Carlo Palazzari, Till Machmer
Clean-Up: Tatiana Mazzei, Till Machmer, Friedrich Schäper
Backgrounds: Friedrich Schäper
Art Direction: Friedrich Schäper
Client: Publisher: Daedalic Entertainment, Developer: Tiny Monk Tales
Client Direction: Yullia Prohorova
Parallel to the storyboarding, we were also developing a watercolor style with Stefano, and also getting a first idea of the characters.




After some initial brainstorming with Max and Yullia, these sequences and shots were developed and bit by bit refined in the first 1.5 weeks after kick-off.
In posing, each character is drawn in 2–3 important acting positions for each shot. The goal is to define acting and get the character looking on model. This was then reviewed by Yulia, to match her vision of the characters and storytelling.




This shows the finished frame-by-frame rough animation. It was achieved after about 4 weeks from the initial kick-off.
It is always satisfying to see the characters finally in smooth motion. Some of the group scenes are missing side characters, as it was easier to add them later in the clean-up stage.
If you have a project and need consultation, directly book a call with us. We’ll listen, ask the right questions and see how we can help with animation that fits.
Important: Only projects that are already financed and where we can help as a service partner.
🖥️ website made with laytheme
Studio Huckepack
Machmer & Schäper GbR
Arminiusstraße 1A
50679 Cologne
Germany
Got a professional project you want to commission? Contact us for a consultation!
Download our in depth pdf full of examples, creative ideas, and real-world applications..
If you are interested in applying for an internship please fill out the form.
Requirements:
Thank you for taking the time to apply, but please note that we cannot answer every single application.
🖥️ website made with laytheme
Studio Huckepack
Machmer & Schäper GbR
Arminiusstraße 1A
50679 Cologne
Germany
Got a professional project you want to commission? Contact us for a consultation!
Download our in depth pdf full of examples, creative ideas, and real-world applications..
If you are interested in applying for an internship please fill out the form.
Requirements:
Thank you for taking the time to apply, but please note that we cannot answer every single application.
🖥️ website made with laytheme