Radio Contact: Kallax
Motion design for "Quitte ou Double", a Radio Contact (RTL) game format. Kinetic typography titling and animation of the Kallax-shelf-style game grid.
- Client
- RTL Belgium
- Role
- Show titling
- Year
- 2026
Produced in-house at RTL Belgium.
The game already existed on air and in radio-vision, with a Kallax shelf actually built and dressed in the studio. It now had to reach television to bring in new players. So the spot reuses the object rather than inventing another one: the same shelf, modelled in 3D and animated, so that a viewer discovering it on screen finds exactly the same thing on the station's social feeds.
A game grid brought to life on screen
For this Radio Contact game format, vdb creation animated the Kallax-shelf-style grid along with all titles and transitions, in kinetic typography titling in the station's colors. The shelf is both the set and the mechanic. Each cell can open, flip and fill, and the animation has to keep the state of the grid readable at any point in the game. The rest of the titling follows the same rule. Animated typography carries the announcements and the transitions, in Radio Contact's colours, so someone arriving mid-game can tell where things stand without having it explained. This is a tactical campaign: one simple idea, rolled out fast and across several fronts at once, on air, on television and on social media. Motion is what makes it work. A radio station has no image by default, and animation is what gives it one, modern enough to hold its own next to the brands that live on screen all year.
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Discovery
We frame what the film has to say, to whom, and into which brand world it fits. If guidelines already exist, they become our starting point rather than a constraint to work around.
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Direction
We list the boards and set the art direction as slides. You know what the film will contain and what it will look like before a single frame moves.
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Framing
Still boards, approved before any animation. This is not set in stone: if the project calls for it, or if you would rather go straight to animation, we skip it. But when we keep it, it saves animating the same sequence three times over.
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Production and delivery
The animation itself, with regular check-ins to avoid nasty surprises. For sound, voice and music we work with partners whose actual craft it is, rather than pretending in house.