
BSDRS

Ideation
Ideation + Animatic
Ideation + Concepts
Ideation + Animatic + Concepts

watch our ideas sprout
how we'd ideate your title sequence
Ideation for an unofficial Widow’s Bay Title Sequence

As we watched the series, we understood the island as a place shaped by a distinct history—one that has left its mark on its inhabitants from generation to generation.
We decided to represent some of the most relevant characters through elements connected to their stories, using symbolic imagery to evoke their identities and narratives.
how we'd PRODUCE your animatic
Animatic for an Unofficial Widow’s Bay Title Sequence
We wanted to gradually immerse the viewer in the setting where the story unfolds, while introducing the symbolic elements and scenes we considered most relevant.
To achieve this, we developed fluid transitions in which each card flows naturally into the next, creating a continuous visual journey that supports and carries the narrative forward.

how we'd CREATE your concepts
Concepts for an Unofficial Widow’s Bay Title Sequence

For the concept cards, we drew inspiration from the illustrated plates displayed in the island’s museum, using them as a visual reference for the design of the main elements. For the backgrounds, we looked to the textures, marks, and loose brushstrokes found in the paintings featured throughout the series.
Creating an atmosphere that allows the viewer to step into the story and feel immersed in the place was one of the key considerations when developing the concept cards.
The dark color palette, textures, and their application were carefully considered to evoke a sense of mystery, age, and a place steeped in history.
How we'd ideate your key art.
Ideation + design concept to an unofficial Pain Hustlers key art.

Para desarrollar la narrativa, primero exploramos qué música y elementos visuales la acompañarían.
Valoramos producir una canción propia, hasta que escuchamos The Stone Room de Fulanito y fue ----. Creamos una versión más corta, definimos la duración de cada card y desarrollamos una narrativa de 14 cards dividida en tres bloques: presentación, desarrollo y clímax.
Para crear los visuales, listamos todos elementos clave, tangibles e intangibles,
How we ideated proposals for this official key art.
Official key art for JUMP CUT

Para desarrollar la narrativa, primero exploramos qué música y elementos visuales la acompañarían.
Valoramos producir una canción propia, hasta que escuchamos The Stone Room de Fulanito y fue ----. Creamos una versión más corta, definimos la duración de cada card y desarrollamos una narrativa de 14 cards dividida en tres bloques: presentación, desarrollo y clímax.
Para crear los visuales, listamos todos elementos clave, tangibles e intangibles,



We are Bseeders

Somos Irene y Guille, dos creativos que hemos decidido unir nuestros skills en la fase creativa donde más disfrutamos: el desarrollo de ideas.
Hemos lanzado BSEEDERS, un estudio creativo donde desarrollamos ideas y propuestas visuales para el sector del entretenimiento.
Nos encantará recibir tu reto at hi@bseeders.com
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