The Line Animation Studio

The Line Animation Studio THE LINE is an animation studio based in London.

We are an animation studio founded by film makers who believe that every creative project starts with a good idea. We bring our love of craft and storytelling to everything we do, from advertising and interactive, to music videos and original content.

17/10/2025

Ok, so this is a project we've been itching to share with you all. We worked with Guildfi to bring to life, Zigma. A game about a young group of warriors who protect a floating city orbiting a pillar of volatile energy. Sensing an electric field disturbance that threatens the city, the team teleports to battle its evil source and defeat it. All in a day's work for team Zigma.

This project was so much fun to make , the team was incredible! And the music... let’s talk about this music for a sec. How frigging authentic is that track?! We teamed up with the formidable Box of Toys and singer-songwriter Shihori, to create an absolutely perfect track that matches the film’s explosiveness.

We couldn’t be more proud of this one. Please check the credits below and give them the flowers they deserve in the comments.

Client: Guildfi
Director: Antoine Perez
Producer: Katerina Grecová
Art Director: Anne Raffin
Production Manager: Michaela Dede
Production Coordinator: Michaela Dede, Viktoria Milcheva
Animation Lead: Simone Cirillo
Compositing Lead: Antoine Foulot
Production Assistant: Viktoria Milcheva
Creative Director: Max Taylor
Executive Producer: Laura Breaden
Executive Creative Director: Tim McCourt
Head of Production: Hanae Seida
Head of Animation: Yino Huan
Head of Art: Juancho Crespo
Lead Vocals & Lyrics: Shihori
Backing Vocals: 淳 -Jun- (VORCHAOS)
Music, Sound Design and Mix: Box of Toys Audio

10/10/2025

Amidst the rising chaos, Xin Zhao stands alone, facing a relentless onslaught of fiery blue spirits at the bridge.

This chapter takes a dark turn from the serene world of 'Here, Tomorrow'. The fragile boundary between myth and reality fracture as ancient forces awaken. Ionia teeters on the edge of ruin...

We made super heavy use of FX and went for more of a montage edit rather than a character driven narrative piece to have the most intense impact in very few seconds.

Client: Riot Games
Storyboard: Louis Kynd, Antoine Perez, Neil Dieu
Background layout: Antoine Perez
Background paint: Daniel Clarke, Antoine Perez
Character layout: Saskia Gutekunst, Kathryn Layno
Animation: Xavier Ramonède, Ricard Ubach
FX Animation: Olivier Malric, Nicola Nikolaos Finizio, Sam Taylor
Cleanup & Colour: Kamila Konczewska, Eleonora Quario
Compositing: Nick Herbert, Vincent E Sousa, Skye van der Walt

07/10/2025

A peek behind the scenes of our 3D animation process for 'Spirit Blossom Beyond's 'A New Battlefield' video.

We used a system inside blender called Geometry Nodes for all the scattering of the blossoms so we could handle the masses of them while keeping it look hand drawn.

Check out how we brought this transformation to life!

Client: Riot Games
Storyboard: Louis Kynd, Antoine Perez
Background Layout: Eido Hayashi
Background: Eido Hayashi
Character Layout: Saskia Gutekunst
Animation: Alain Vu
3D Animation: Andrey Kolesov
L&R: Pete Addington
FX Animation: Olivier Malric
Cleanup & Colour: Kat Michaelides
Compositing: Vincent E Sousa

03/10/2025

Jump scare: it's been TEN YEARS since we released Amaro & Walden's Joyride!

Since we released the short, our audience has grown massively so we wanted to re-share it in all it's glory for those who might have missed these pint sized pricks all those years ago!

Enjoy irresponsibly.

Full credits on website!

26/09/2025

A lot of the storytelling here comes through motion, and how that motion carries across the whole sequence. In these shots, Mel’s movement is guided by Hecate.

We wanted to show that everything is connected, that one action naturally affects another. Mel’s stance, her mental fortitude, her strikes.

All of these are as much a reflection of her Headmistress as they are of each other.

Client: Supergiant Games
Storyboard: Zhihuang D**g
Background Layout: Daniel Converio, Sébastien Iglesias
Background Paint: Sébastien Iglesias, Eido Hayashi
Character Layout: Léa Rey-Mauzaize, Francisco Magalhães, Amanda Jespersen Holm, Kat Layno
Rough Animation: Allan Michaut, Mandimby Lebon, Florian de Chelle, Ricard Ubach
Tiedown Animation: Allan Michaut, Florian de Chelle, Ricard Ubach, Amanda Jespersen Holm
FX Animation: Nicola Nikolaos Finizio, Louve Sarfati Karnas, Paul Bouchart
Spotkeys: Paola Costigliola, Kamila Konczewska, Eleonora Quario
Cleanup: AMIX, Eleonora Quario
Colour: AMIX, Eleonora Quario, Hannah Judd
Compositing: Florian Ojeda Diop, Lucile Arnaud, Clarisse Valeix, Skye van der Walt

24/09/2025

Here’s where Melinoë finally reaches her ultimate goal. Everything we’ve seen so far was leading up to this moment, and we wanted the intensity of the visuals to reflect that!

We set out to create a grand action sequence, but one that also gave a small glimpse at the power that Chronos holds.

We pushed the compositions around him, making him centre stage. His controlled and subdued movements portray him as a singular point, a pillar that no one can take down no matter what you throw at him.

Check out the incredible work from the animation team here. Notice how detailed and solid the tie-down is. This provides a strong foundation for the clean-up team to work their magic, applying the final art style.

Client: Supergiant Games
Storyboard: Neil Dieu
Background Paint: Pauline Mauviére, Daniel Converio, Meryl Franck, Sébastien Iglesias
Character Layout: Amanda Jespersen Holm, Léa Rey-Mauzaize
Rough Animation: Amanda Jespersen Holm, Ricard Ubach
Tiedown Animation: Ricard Ubach, Amanda Jespersen Holm
FX Animation: Kerim Tumer, Louve Sarfati Karnas
Spotkeys: Hannah Judd, Eleonora Quario, Paola Costigliola
Cleanup & Colour: AMIX, Kamila Konczewska, Eleonora Quario
Compositing: Lucile Arnaud, Gabrielle Locre, Clarisse Valeix, Natasha Z Francis

16/09/2025

We’re so excited to share our trailer for Hades II!!

Our first collaboration with Supergiant Games was one we’ll always hold dear to our hearts and it certainly created huge hype around the studio, being massive fans of the game.

In the trailer, we follow Melinoë, a young witch and moon goddess alongside her Headmistress, Hecate.

In defining the compositing style, we were really set on a graphic, inky look. And the human movement in the character animation is something we are truly proud of!

We hope you love this piece as much as we do!

Client: Supergiant Games
Director: Louve Sarfati Karnas
Producer: Kateřina Grecová
Art Director: Meryl Franck
Animation Lead: Amanda Jespersen Holm
Cleanup Lead: Eleonora Quario
Lead Character Designer: Amanda Jespersen Holm
Compositing Lead: Clarisse Valeix
Production Manager: Michaela Dede
Production Assistant: Ed Farish
Production Assistant Support: Daisy Link
MD of Commercials & Branded Content: Laura Breaden
Executive Creative Director: Tim McCourt
Executive Producer: Tan Baptista
Head of Production: Nick Miller
Head of Animation: Kwok Fung Lam
Head of Compositing: Freddie Lewis-Wall
Head of Art: Juancho Crespo
Head of CG: Pete Addington
Talent & Scheduling Coordinator: Jesus Ovejero
Music: Darren Korb / Supergiant
Sound Design & Mix: Box of Toys Audio

Here’s some early concept art for our proof of concept trailer for Cargo!We set out for Cargo to be a roguelike. The pla...
27/08/2025

Here’s some early concept art for our proof of concept trailer for Cargo!

We set out for Cargo to be a roguelike. The playing experience had to be different every single time, and the landscapes needed to be newly generated. There was a lot to consider in customising procedural generation systems that would allow us to reach that ambition!

The style was inspired by Ghibli, how they take Mediterranean influences and blend them into a single place. We wanted players to experience driving with views of the coast on one side and the Alps on the other, because why the hell not?!

We loved the idea of the game feeling reminiscent of road trips: beautiful scenery, exploring new places, and being in awe of the views. But there’s only so much relaxation you can have... we had to make it exciting! What if you were on a scenic road trip and suddenly found yourself stuck in a foreign valley, surrounded by the Mafia...? That’s Cargo 🏎️

Mentally: We're here... Happy Bank Holiday Monday!Here’s some early concept art for our proof of concept trailer for Car...
25/08/2025

Mentally: We're here... Happy Bank Holiday Monday!

Here’s some early concept art for our proof of concept trailer for Cargo!

We set out for Cargo to be a roguelike. The playing experience had to be different every single time, and the landscapes needed to be newly generated. There was a lot to consider in customising procedural generation systems that would allow us to reach that ambition!

The style was inspired by Ghibli, how they take Mediterranean influences and blend them into a single place. We wanted players to experience driving with views of the coast on one side and the Alps on the other, because why the hell not?!

We loved the idea of the game feeling reminiscent of road trips: beautiful scenery, exploring new places, and being in awe of the views. But there’s only so much relaxation you can have... we had to make it exciting! What if you were on a scenic road trip and suddenly found yourself stuck in a foreign valley, surrounded by the Mafia...? That’s Cargo 🏎️

22/08/2025

Meet the unlikely heros of our game concept Cargo: Izolda and Nils! Smugglers on the run...

Izolda is a restless drifter with a mysterious past, never seen without her trusted companion Nils!

The two tour the villages of Maranello, picking up the odd job when needed. The seasoned smugglers operate right under the nose of the Baron of Maranello. But when all hell breaks loose after a job gone wrong, they must make their escape!

Nostalgia was our biggest inspiration for this one. There's no set time period for Cargo, it's a mash up of an era somewhere between 1940 and 1980, just like the landscape is a medley of the greatest European hits! For the characterisation of Izolda, we wanted her and her dress sense to be somewhat reminiscent of a resistance fighter. We were going for a world filled with characters that feel like they belong in a Tintin album.

20/08/2025

The final instalment of our Pixel Art style rampage!

In 2018, we created set of short animated clips and a beat 'em up style game concept to celebrate the launch of Sanrio webshop.

We have a few more of our favourite games moments we can't wait to share, make sure you're signed up to our newsletter to follow the full journey!

11/08/2025

We’ve had the privilege of teaming up with Acura not once, but three times now on the Chiaki’s Journey web series. In the latest instalment, we got to venture into completely new territory… developing our very first in-ad game!

We knew we wanted to make it look like there was a game playing on screen but our pixel artist, Simon S. Anderson said “Why not take it a step further?”... He actually built and programmed an interactive game, recreating in 16bit style "The Corkscrew," one of the most famous turns on the real Laguna Seca track. So the video you see in the film is a recording of him actually playing the game!

The level of detail is insane, from the Integra Type S to the inclination of the track, and the spectators on the roadsides. It’s just so legit!

Follow along with our Summer of Games story by signing up to our newsletter - link in bio!

#8-bit

Address

Studio 02, DeBeauvoir Block
London
N14EN

Opening Hours

Monday 10am - 6:30pm
Tuesday 10am - 6:30pm
Wednesday 10am - 6:30pm
Thursday 10am - 6:30pm
Friday 10am - 6:30pm

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