The main goal with the animation was first to hook up the viewer with dynamic openings. As long as we stay in simple-shape base character environments – complicated moves, walk or run cycles are straightforward. Whenever we step into intricate limb design, shadows and lights mixed with patterns get really challenging. There was no good rigging tool that will work with this style, so I needed to develop the entire animation frame by frame entirely in Adobe After Effects. With the most complex; running athlete animation, I started with body animation, which was followed by shoes, leg limps, arms, and head.