Brand animation
Logo reveals, brand films, and motion identity systems -- the rules for how a brand moves, not just one video of it moving.
- Logo reveal
- Brand film
- Motion guidelines
I'm Miracle. I animate brands, interfaces and short-form video — the kind that earns the second the viewer gives it, then keeps the next five.
Miracle OkataMotion designerTen controls wired to absolutely nothing. They exist because interaction is the medium, and a motion portfolio that you can only look at is a brochure.
Spring, low bounce. Settles, never wobbles.
Follows the cursor on a spring, not a raw offset.
A real range input underneath the paint.
Hue on a wheel.
The one thing here allowed to be loud.
One path interpolating into another.
3D transforms, no library.
Perspective tracking the pointer.
Drag it. It has pointer capture, so it will not drop.
Draw something. It will not be saved.
I'd rather be the obvious choice for three things than a maybe for twelve.
Logo reveals, brand films, and motion identity systems -- the rules for how a brand moves, not just one video of it moving.
The small moments that make software feel considered. A button that answers you. A transition that explains where you went.
Built to survive the first second and earn the next thirty. Hooks, kinetic type, captions, and cutdowns per platform.




I got into motion because a logo reveal made me feel something, and I wanted to know how. That is still the whole job: figure out what a thing should make someone feel, then build the seconds that do it.
I also write the code. Most motion people hand off a file and hope; I can take an animation all the way into the browser myself, which means I design things that are actually buildable and then go build them.
LUTs, breakdowns, and the tools I actually keep open. Free, because I learned this way too.
No schedule, no funnel. It goes out when there is something worth sending.
Tell me what you're building and roughly when you need it. If it's not a fit I'll say so quickly, and point you at someone it is.