yonick

yonick

yonick

studio

studio

studio

BASED IN SOFIA, BULGARIA

3D DESIGN STUDIO

selected

selected

selected

PROJECTS

PROJECTS

PROJECTS

NOTHING 3A PRO

Product Launch Concept / Passion Project

NOTHING 3A PRO

Product Launch Concept / Passion Project

YOUNAVERSE

Modular Stage Visuals Development

YOUNAVERSE

Modular Stage Visuals Development

Titan Gate Equity

3D & Motion Design for a Private Equity company

Titan Gate Equity

3D & Motion Design for a Private Equity company

Yi Feng Tower

Projection Mapping Content Development

Yi Feng Tower

Projection Mapping Content Development

NATURE IN CODE

Immersive Event Development

NATURE IN CODE

Immersive Event Development

Molec

Concert Visuals for one of the hottest music bands in Bulgaria

Molec

Concert Visuals for one of the hottest music bands in Bulgaria

Autonomy Capital

Abstract 3D Motion and Design for an investment company

Autonomy Capital

Abstract 3D Motion and Design for an investment company

AROMA HEALTH

Product launch for a new shampoo product (TVC)

AROMA HEALTH

Product launch for a new shampoo product (TVC)

PAYHAWK CORPORATE CARD

3D Design & Motion for Payhawk's new website

PAYHAWK CORPORATE CARD

3D Design & Motion for Payhawk's new website

Amour Propre

Clothing Brand Direction Research

Amour Propre

Clothing Brand Direction Research

more

more

more

about

about

about

yonick

yonick

yonick

manifesto
manifesto

We build worlds.

A product is not understood through the claims made about it. It is understood through behaviour. How it moves, what it withstands, how it holds itself when something happens to it. So we start from the argument rather than the image: what the product stands for, what it has to prove, and what would make someone believe it. Then we build the world that proves it.

We believe a world beats a collection. Twenty beautiful images are twenty images. Twenty states of one world are something else entirely, because each is read against the others and the whole carries more than the sum of it.

We believe distinction has to feel inevitable rather than advertised. The work does not ask for attention or trust. It shows what the thing is and lets the viewer arrive at the conclusion themselves.

That standard came from two industries: one where volume is high and dates never move, another where a single frame is studied by millions. Procedural tools are what make it affordable to hold. Once the system is built, every refinement is a matter of values, so the work gets pushed until it is right, not until it is due.


Learn more about us down below.

We build worlds.

A product is not understood through the claims made about it. It is understood through behaviour. How it moves, what it withstands, how it holds itself when something happens to it. So we start from the argument rather than the image: what the product stands for, what it has to prove, and what would make someone believe it. Then we build the world that proves it.

We believe a world beats a collection. Twenty beautiful images are twenty images. Twenty states of one world are something else entirely, because each is read against the others and the whole carries more than the sum of it.

We believe distinction has to feel inevitable rather than advertised. The work does not ask for attention or trust. It shows what the thing is and lets the viewer arrive at the conclusion themselves.

That standard came from two industries: one where volume is high and dates never move, another where a single frame is studied by millions. Procedural tools are what make it affordable to hold. Once the system is built, every refinement is a matter of values, so the work gets pushed until it is right, not until it is due.


Learn more about us down below.

what we

what we

excel at

excel at

Art Direction

We decide what the work is arguing before we decide how it looks. Style, mood and narrative focus follow from that argument. Look development sets the materials, the light and the behaviour that will hold from the first frame to the last.

Art Direction

We decide what the work is arguing before we decide how it looks. Style, mood and narrative focus follow from that argument. Look development sets the materials, the light and the behaviour that will hold from the first frame to the last.

3D & Motion Design

Modelling, lighting and materials built from first principles rather than from presets. Motion is restrained by choice. Every movement earns its place, and nothing moves to fill time.

3D & Motion Design

Modelling, lighting and materials built from first principles rather than from presets. Motion is restrained by choice. Every movement earns its place, and nothing moves to fill time.

Procedural Systems

Worlds that generate rather than worlds drawn by hand. Simulation, fields and forces where a brief needs real behaviour instead of the appearance of it. Building the system first costs more on day one and less every day after, which is why refinement stays affordable all the way to delivery.

Procedural Systems

Worlds that generate rather than worlds drawn by hand. Simulation, fields and forces where a brief needs real behaviour instead of the appearance of it. Building the system first costs more on day one and less every day after, which is why refinement stays affordable all the way to delivery.

Live & Large Format

Projection mapping, LED at any scale, and beat-synced content for live shows. Content designed for the surface it will actually live on, whether that is a 75 metre festival screen or a historic façade.

Live & Large Format

Projection mapping, LED at any scale, and beat-synced content for live shows. Content designed for the surface it will actually live on, whether that is a 75 metre festival screen or a historic façade.

Pipeline

Technology
Stack

One pipeline, chosen for control rather than habit.

Blender: main instrument, procedural, exceptional shading

Houdini: where Blender cannot reach: simulation, advanced procedural systems

Redshift & Cycles: render

DaVinci Resolve: edit, grade, compositing

Unreal: ealtime reactive visuals, alongside live teams

Pipeline

One pipeline, chosen for control rather than habit.

Blender: main instrument, procedural, exceptional shading

Houdini: where Blender cannot reach: simulation, advanced procedural systems

Redshift & Cycles: render

DaVinci Resolve: edit, grade, compositing

Unreal: ealtime reactive visuals, alongside live teams

AWARDS & RECOGNITION

AWARDS & RECOGNITION

AWARDS & RECOGNITION

featured on stashmedia.tv

nothing 3A PRO - A PRODUCT launcH concept
2025

featured on stashmedia.tv

nothing 3A PRO - A PRODUCT launcH concept
2025

featured on MOTIONOGRAPHER

nothing 3A PRO - A PRODUCT launcH concept
2025

featured on MOTIONOGRAPHER

nothing 3A PRO - A PRODUCT launcH concept
2025

video of the day - motion design awards

nothing 3A PRO - A PRODUCT launcH concept
2025

video of the day - motion design awards

nothing 3A PRO - A PRODUCT launcH concept
2025

Light & Shadow, yifeng festival

Fluid echoes - projection mapping
2024

Created with Studio Phormatik.

Light & Shadow, yifeng festival

Fluid echoes - projection mapping
2024

Created with Studio Phormatik.

Let'S WORK

Let'S WORK

Let'S WORK

TOGETHER

TOGETHER

TOGETHER

Email us at
work@yonick.studio

yonick studio

yonick studio

yonick studio