Warner Bros. Discovery · Localisation · 2025

Human vs Hamster -
GFX Rebuild & Toolkit

GFX recreation · Illustrator logo rebuild · Cinema 4D · Essential Properties · Automation-ready

RoleGFX rebuild & toolkit design and episodes localisation
Scope8 episodes · 2D + 3D
LanguageFrench
Source filesNone

Overview

With no source files supplied, the French localisation of Human vs Hamster required a complete reconstruction of the show's graphics package from broadcast reference alone. All 2D and 3D elements - including the show logo - were rebuilt from scratch, then structured into a reusable, automation-compatible template system to support efficient versioning across the series.

Accuracy of reconstruction

Each graphic was rebuilt without access to project files, using broadcast reference frames as the sole guide for typography, colour, lighting and motion timing. The comparisons below show the English original (left) alongside the rebuilt French localisation (right).

Human vs Hamster main title logo EN original alongside rebuilt French version
Main title logo - reconstructed from broadcast reference as a 3D asset, localised to the French wordmark. Human vs Hamster to Humain vs Hamster
Human vs Hamster logo transition EN alongside French rebuilt version
Logo 3D transition - the rebuilt 3D wordmark integrated into the show opener sequence.
Human vs Hamster blue lightning logo bump EN alongside French version
Logo bump on blue lightning background - colour, geometry and animation matched from reference.
Trivia Kings scoreboard EN alongside Les Rois du Quiz French version
Scoreboard graphic - team names, logo integration and scoring panel all localised.
Playing card sequence EN alongside French localised version with character badges
Playing card sequence - hamster character cards rebuilt with localised name badges throughout.
Full hamster contestant board EN alongside French version
Contestant name board - ten individual badges rebuilt and localised across the full cast.
Romeo mascot with name badge EN alongside French version
Individual mascot name badge - badge geometry, star rating and typography matched from broadcast reference.

Logo reconstruction

As no source artwork was supplied, the show logotype was reconstructed from broadcast reference as editable vector in Illustrator - each letterform, bevel, outline and colour band redrawn. The French localisation required adapting the wordmark to Humain vs Hamster. This file served as the master logo across the full package: bumps, transitions, lower thirds and name boards.

Humain vs Hamster logo rebuilt as editable vector in Illustrator
The French logotype rebuilt from broadcast reference as editable vector - the master artwork used across every graphic in the package.

A 3D version of the title was additionally rebuilt in Cinema 4D to match the original's dimensional logo animations and transition elements.

Template architecture

To support consistent, repeatable localisation across episodes, all graphics were structured as a two-tier template system. A library of ready-to-use template compositions - organised by graphic type - wraps a set of shared master rigs. Each rig is exposed through the Essential Graphics panel, providing editors with a controlled interface containing only the parameters required for localisation.

Editor usesTemplate_L1_NameTemplate_L1_Team + NameTemplate_Vis_Level NameTemplate_CardsTemplate_Clock + L1 Name
▼ each wraps one of six master rigs ▼
Exposed rigsESP_L3D_1LineESP_L3D_2LineESP_L3D_2Line_BlueESP_Vis_Board NameESP_Vis_Level NameESP_Human vs Hamster Table
▼ surfaced through ▼
EGP controlsTextText ColourColour 1 / 2 / 3Fill ColourAnimate In/OutFrames In/Out

Six exposed rigs in total. The L3D name-strap family exists in three variants - 1-line, 2-line and blue team - sharing one underlying design. Comp and control names shown are taken directly from the project.

After Effects GFX Elements panel showing the full template library organised by type
The full template library - organised under GFX Elements by category: Cards, Dubcard, Thirds, Title and Vis. Each template composition wraps a shared ESP rig.

Batch automation integration

As all editable content is held in named text layers, the template system integrates directly with the studio's batch localisation script. The script matches a translation list to the timeline by timecode and populates the relevant layers automatically, generating a complete set of versioned compositions per episode without manual data entry.

Where the script is not used, editors can enter translations directly through the Essential Graphics panel. The templates are designed to support both workflows without modification - the automation adds efficiency, but the system functions independently of it.

Project panel showing a full season and episode folder of automatically generated graphics compositions
Output of one automated pass - a full episode of populated compositions, numbered in timeline order.
Master timeline with named template compositions placed over the programme footage
The generated compositions placed on the master timeline - every graphic in the episode, each drawing from a shared rig.

Standardised animation controls

Every template in the package uses an identical animation control structure - Animate In and Animate Out toggles with corresponding Frames In and Frames Out sliders. This ensures consistent behaviour across all graphic types and allows timing to be adjusted without modifying keyframes directly. On more complex rigs such as ESP_Vis_Board Name, additional controls expose text fields, colour selections and fill properties within the same interface.

Essential Graphics panel showing exposed controls alongside the rendered name board
The Essential Graphics panel as presented to an editor - text inputs, colour menus and animation controls for the name board rig.

Colour variant system

ESP_Vis_Board Name and ESP_Vis_Level Name support multiple on-screen colourways through stacked colour-menu controls. By selecting from preset options within the Effects panel, a single rig configuration produces the full range of variants used across the show - blue, gold, purple, pink and green - without duplicating compositions or modifying the underlying build.

Ten contestant name boards displayed in different colourways, all driven by the same rig
Ten name board instances, one rig configuration - each output is the same ESP_Vis_Board Name composition with different text and colour-menu selections applied.

3D scene construction

ESP_Vis_Board Name and ESP_Vis_Level Name are built in 3D space rather than as flat 2D compositions. Each incorporates a camera, multiple ambient light layers, a main canvas plane and shaped geometry. The depth and lighting were reconstructed from broadcast reference frames, with camera position and light behaviour matched by eye to replicate the appearance of the originals. The 3D construction is fully self-contained within the rig and requires no additional configuration from the editor.

ESP rig showing the 3D top-view with the board in space alongside the colour-menu effect controls
The rig in 3D view - the name board is positioned and lit in 3D space. The effect controls on the left manage all colour variants through the stacked menu system.

Expression-driven clock

The challenge clock is driven by expressions rather than keyframes. A Slider Control holds the start time in seconds; one expression offsets this value against the current playback position to produce a continuously advancing count, and a second formats the output as a mm:ss string. Editors set a single value to position the clock at the correct point in the sequence; the display updates automatically for the duration of the composition.

// Slider Control expression - advances with playback
effect("Slider Control")("Slider") + Math.floor(time)

// Source text expression - formats output as mm:ss
slider = effect("Slider Control")("Slider");
sec = slider % 60;
min = Math.floor(slider / 60);
function addZero(n){ return (n < 10) ? "0"+n : n; }
slider > 0 ? addZero(min)+":"+addZero(sec) : "00:00"
Broadcast frame showing the expression-driven clock at 00:39 during the Les Gueules de Monstres challenge
The clock in broadcast - displaying 00:39 during the Les Gueules de Monstres challenge. The value advances automatically from a single start input; no keyframes are used.

The same expression approach is used throughout the rig set - editable text layers drive the visible graphic via sourceText links, and opacity transitions are controlled by the Frames In and Frames Out sliders rather than manual keyframing.

Level name composition showing expression links between editable text layers and the visible graphic output
Expression wiring on a level name card - visible text reads from named source layers, and the fade is controlled by the Frames In slider.

Delivery scale

The template system covered the full episode graphic sequence - main title, pre-titles, contestant lower thirds, team names, challenge name cards, statistical overlays, the running clock and the closing dubcard. The same six rig configurations handled all localised content across the series through a consistent, repeatable workflow.

Template comps20+
Exposed rigs6
Segments versioned119
Frame rate25 fps

Outcome

The approach reduced per-episode localisation to a populate-and-proof workflow. With rigs locked at the precomp level, the system can be operated by any member of the post team without risk to brand consistency. The same architecture that supported a full package reconstruction from reference also provides the structural foundation for efficient, scalable versioning across a series run.

Credit

Original package design: [original broadcaster's design team].
My role: full GFX recreation, Illustrator logo rebuild, Cinema 4D title rebuild and localisation toolkit at Warner Bros. Discovery.