Try it with any animated video you like: watch thirty seconds with the sound off, then the same thirty seconds with it on. The picture is identical. The video is not. Timing that felt sharp turns floaty, the jokes stop landing and the one number that mattered slips past unnoticed.
That is why sound is never the last step in our studio, bolted on in the final week. It starts before the first frame is drawn and it shapes almost every decision after that. Here is the order we work in, and why.
The voice comes first
We record the voice-over as soon as the script is approved, before the storyboard is finished and long before anything moves. Every animator then works to the real recording, not to a guess about how long a sentence takes to say.
This matters more than it sounds. The same sixty second script read by two different voice artists can differ by six or seven seconds, and the difference is never spread evenly. One reader lingers on the product name, another rushes the price. Animate before the voice exists and you spend the last week stretching and squashing scenes to fit. Animate after it and every drawing lands on its word the first time.
We cast native speakers and usually send you two or three short auditions reading your actual hook. It is the cheapest decision in the whole project to change, and one of the most expensive to get wrong.
Score to the cut, not under it
Music comes second, once there is an animatic: rough drawings timed to the recorded voice. Our composer scores to that cut, so the music knows where the turn is, where the product arrives and where the ask lands. A stock track laid underneath at the end can only ever be roughly right. A score built to the cut can drop out for half a second before the key line, which is often the most persuasive half second in the video.
Tempo is a timing tool as much as a mood. At 120 beats per minute a beat lasts half a second, which at 24 frames per second is exactly twelve frames. Once we know that, scene changes, logo hits and type reveals can sit on the beat, and the whole video feels deliberate, even to people who could never tell you why.
People forgive a rough drawing. They never forgive a voice that arrives late.
Every whoosh, designed by hand
Then comes sound design, which is where most of the craft hides. We do not pull effects from a library and drop them on the cuts. Each sound is built for its moment, usually by layering three or four sources:
- Movement. Air, cloth or paper, matched to the speed of the thing on screen, so a fast swipe sounds fast.
- Contact. A tap, a click or a soft thud for the instant something lands, synced to the exact frame.
- Character. A small tonal element, often pitched to the key of the score, so the effects sit inside the music instead of on top of it.
- Room. A touch of shared reverb that puts every sound in the same imaginary space.
A typical sixty second explainer carries somewhere between 80 and 150 designed sounds. You will never consciously hear most of them. Mute them and the motion instantly feels weightless, which is how you know they were doing their job.
Mix it for the speakers people own
We mix on studio monitors, then check every video on a laptop, a phone speaker and a cheap pair of earbuds, because that is where it will actually be watched. The voice always wins. If the music and the effects fight the narration for the same frequencies, we carve room for the voice rather than turning everything else down. Final files are delivered at streaming loudness, so your video neither jumps out of a playlist louder than everything around it nor vanishes underneath it.
Then plan for silence
Here is the uncomfortable part: a lot of people will meet your video on mute, autoplaying in a feed. So the last step is to plan for silence too. Captions are designed as part of the frame rather than pasted on top, key numbers appear as type as well as speech, and the first five seconds are built to make sense with the sound off.
The goal is a video that works in silence and gets twice as good the moment someone taps the speaker icon. That tap is when the voice, the score and all those hand-built whooshes finally get to do what they were made for.

