Karen Ayvazovsky · Motion design & creative direction · Yerevan Motion design, direction first.
Nine years making things move. Commercials, product work, titles, loops, and work that leaves the screen for a room. What people come to me for is the idea: what a piece should do, and how to get there. The tools follow from that.
Ten layers, ten years. Move the cursor into the form, then click it.
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01 · What the work isMethod
I am a motion designer and creative director. Most of what I make is film: commercials, product work, titles, idents and loops.
A brief usually arrives as a problem rather than a shot list. The work people come to me for is the answer to it: the idea a piece is built on, and then holding that idea from the first frame through to delivery. Making the creative call and the technical one in the same head is what stops the two drifting apart.
The methods follow the idea. Often that means simulation, built in Houdini, because physics gives motion a weight keyframes do not and a procedural setup can be re-run and re-directed instead of rebuilt. Sometimes it means none of that.
The other half is where I started: taking the work out of the viewport and putting it somewhere physical. On fabric hanging in a hall, on a statue that listens to the crowd, on a stage in time with an ensemble. I trained in architecture before I moved to 3D, and a frame on its own has never quite been enough.
Index of work
10 entriesA Houdini FX build for Peacock. The work ran from first look development through to a director’s cut and a full breakdown of how each shot was assembled.
The breakdown shows how the setups were built. Everything is procedural, so between review rounds a shot could be re-run and re-directed instead of rebuilt from scratch every time a note came back.
- Client
- Peacock
- With
- Raffi Simonian
- Role
- Houdini FX, simulation
- Built in
- Houdini
- Delivered
- Director’s cut, breakdown
- Year
- 2026


An ident built on one move. A droplet travels through a cave spring and resolves into the product, and the whole piece is that one transformation held from the first frame to the last. Nothing else happens, which is the point.
The water is simulated in Houdini rather than described by a shader. For a water brand the way the liquid behaves is the entire claim, so it had to be right at every stage: R&D, storyboard, simulation, look dev, final render. Sound design sits underneath and carries more of it than you would expect.
Made at LUT Studios with Michael Martirosyan.
- Studio
- LUT Studios
- With
- Michael Martirosyan (QYART)
- Role
- Concept, 3D, fluid simulation, direction
- Built in
- Houdini, Cinema 4D, DaVinci Resolve
- Sound
- Custom sound design
- Year
- 2026

Lumbra builds AI orchestration for intelligence, defence and other high-consequence work. It sits above every other system in the stack, and being wrong there costs something. There was no device to photograph and no dashboard worth showing, so the site needed motion that could carry the product by itself.
A/001 is the homepage hero. The haystack. Petabytes arriving from dozens of sources, unstructured and contradictory. Patterns almost form and then dissolve back into the field. This is the state of things before the platform does anything.
A/002 is the technology page. The needle found. Agents cluster and evaluate, what fails gets caught and corrected against ground truth, and what survives locks into hubs of validated insight with spokes of supporting evidence. The result had to look like constellations rather than a scatter plot.
The brand metaphor is the lunar eclipse, the moment of the diamond ring. Darkness is the default state. Gold only appears where something has passed evaluation, so it never gets used as decoration.
Simulated in Houdini, cached to Alembic, lit and rendered in Cinema 4D, finished in After Effects. 1,355 frames across three delivered cuts including a vertical build for mobile. Ten days from brief to delivery.
- Client
- Lumbra Incorporated
- Studio
- LUT Studios
- Role
- 3D motion, art direction
- Pipeline
- Houdini → Alembic → Cinema 4D → After Effects
- Delivered
- 1,355 frames, three cuts
- Made in
- Ten days
- Year
- 2026
A living statue of wood and cloth. Ambient sound from the crowd and the environment drove its movement and its light in real time, so the object was never the same twice.
Nothing was pre-rendered. The piece had to hold up in a room it had never been in, responding to whatever sound that room happened to make.
- Role
- Concept, fabrication, systems
- Input
- Ambient environmental audio
- Output
- Movement, light
- Shown
- December 2025
A follow-up to the 2023 campaign, rebuilt from scratch. The subject is how a ceramic surface behaves under moving light, animated as simulation so the material actually behaves like material.
Delivered as a film, a 9:16 cut for social, a breakdown, eight isolated object stills and a 4000×4000 master for print. Sound design produced alongside.
- Client
- 4Ceramics
- Role
- Concept, 3D, motion, look dev
- Formats
- Film, 9:16, stills, print master
- Extras
- Breakdown, sound design
- Year
- 2025
![Testing [Home], The hall](media/testing-hall.jpg)
![Testing [Home], The structure](media/testing-structure.jpg)
![Testing [Home], Inside the light](media/testing-figure.jpg)
![Testing [Home], Detail](media/testing-detail.jpg)
![Testing [Home], Key visual](media/testing-kv.jpg)
A cloth installation suspended in a middle hall, mapped with live projection and synchronised to a live musical performance.
The fabric moved with the room and the projection followed it. That is the whole problem with mapping onto something that will not stay still, and most of the work went into solving it.
Around it, the campaign: a key visual of faces sealed in plastic wrap, and an animated ticket for the night.
- Role
- Concept, 3D, projection mapping
- Setting
- Suspended hall installation
- Live
- Synchronised to live performance
- Campaign
- Key visual, animated ticket
- Year
- 2025
Two self-initiated studies around HAY design objects, made with support from Nera Projects. Nothing is staged around the products. There is nothing in frame except the form, the material and the light moving across it, at the pace a product film needs.
The first film is the box. Two wide scenes and two close studies, rendered as EXR sequences so the grade stayed open right up to the final comp.
The chair came a year later and asked a different question: whether the object could arrive rather than simply be shown. It resolves out of its own geometry and dissolves back into it, animated procedurally rather than keyed, and delivered as a 500-frame sequence so the transition could be graded and retimed without rebuilding it.
- Subject
- HAY Colour Crate, HAY Soft Edge 56 chair
- Type
- Self-initiated
- Support
- Nera Projects
- Role
- Concept, 3D, motion
- Built in
- Cinema 4D, Redshift
- Delivered
- EXR sequences, 500-frame morph
- Years
- 2024 and 2025



Ceramic surfaces animated as simulation, so the material responds to light and movement instead of being described by a shader alone.
Delivered as square and vertical films plus a still set at A4, square, vertical and a 290cm master. That last one sets the render resolution and the detail budget for everything upstream of it.
- Client
- 4Ceramics
- Event
- Ceramics festival, Moscow
- Role
- Concept, 3D, motion, look dev
- Formats
- Square, vertical, stills
- 290cm master
- Year
- 2023



An ident and product film for Flolab’s Surtect phone case, plus a run of motion-design shorts extending the same visual system.
One build, cut to Instagram story and post, YouTube, a website slider, a product module and a homepage module. Six aspect ratios, with and without type, out of a single setup. That only works if the scene is built procedurally from the start.
- Client
- Flolab
- Product
- Surtect, iPhone 14 case
- Studio
- LUT Studios
- With
- Michael Martirosyan (QYART)
- Role
- Concept, 3D, motion design
- Formats
- 1080×1920, 1080×1080, 1920×1080, 1920×750, 950×720, 950×775
- Year
- 2022

An audio-visual live performance at the Composers Union of Armenia on 5 March 2021, made with Hayk Karoyi and Manukyan Hayk.
Driven live, in time with the players. Live visuals go wrong when they drift out of the music and turn into wallpaper, so most of the work went into making sure that could not happen.
- Role
- Visual direction, live performance
- With
- Hayk Karoyi, Manukyan Hayk
- Venue
- Composers Union of Armenia
- Format
- Audio-visual live performance
- Date
- 5 March 2021
Selected entries. Hover a row to find its year in the object. Full archive on Behance.
Two worlds,
one name.
The design work and the music live on separate surfaces. Both are mine.
04 · Contact