The Journey
Three decades of making things — Twenty years of making them move
Twenty-odd years as a motion designer, but the creative obsession goes back further than that — Airfix kits, signwriting jobs, a music video made under a different name entirely. This is the less polished version of how MUVE® actually came to exist, told properly rather than as a highlight reel.
How did you get started in motion design and video production?
Believe it or not, it started with Airfix kits — tiny planes, glued together with obsessive care and decals aligned with military precision. That childhood love of craft naturally evolved into photography, illustration, and graphic design, but the transition to video initially felt daunting. I'd spend hours perfecting a single static frame; the idea of handling thousands felt like a leap into the unknown.
At 25, I left full-time work to dive into motion design properly at university. First an HND in Multimedia in Oldham, which is where I discovered After Effects, then a BA (Hons) in Interactive and Motion Design at the University of Glamorgan in Cardiff (now the University of South Wales). It clicked instantly — it felt like "Photoshop on Wheels." I realised I could bring my static designs to life, and that first spark turned into something real.
A scrappy little music video I made early on opened doors, got noticed, and helped launch the career I've built since. My graduate work even made it into Computer Arts magazine's Graduate Showcase in 2008: a clownfish and a game trailer called Zero Tolerance, my first go at 3ds Max. From that point on, I wasn't just designing graphics; I was shaping moments in motion. I've been pushing pixels in strange, satisfying ways ever since, always keeping that Airfix-level obsession with the fine details.
What were your first creative influences — films or videos that sparked your passion?
Films like Minority Report blew my mind; those motion-tracked UI graphics didn't just look cool, they felt possible. Similarly, The Matrix offered a future-facing, coded aesthetic that made the screen feel alive. I've always been drawn to designs that feel ahead of their time — conceptual overlays like Mark Coleran's fictional UIs showed me just how cinematic and functional interface design could be.
In the early web days, discovering GMUNK's website felt like finding a portal to another dimension, inspiring me to push motion into interactive spaces while I was learning Flash. Later came the bold, unapologetically stylised worlds of Sin City and 300.
Today, I still look to pioneers like Ash Thorp; the depth, detail, and cinematic scope of his philosophy made me realise how far this craft can go when storytelling and technical style are in complete sync. All of it sparked a singular desire: to design motion that moves the viewer emotionally, visually, and sometimes literally.
Do those early influences still shape how you work today?
Absolutely — perhaps even too much. The biggest downside of doing this for over 30 years is the physical toll of sitting in the chair; sometimes all day, all night, and into the next morning. It's why if I've got any downtime these days, I'd much rather be out — walking, running, or pedalling through the hills of Saddleworth.
I might take a drone to soak up the views from a different angle, but mostly I'm just reconnecting with the bigger picture. In a professional sense, I find myself aspiring more to the mindset of Jimmy Chin than James Cameron lately. I often imagine what it would be like to edit while hiking — Minority Report-style — swiping floating UI panels in the air mid-stride or grading shots with a flick of a wrist.
That future-forward aesthetic I loved back then is still the dragon I chase, but these days, I'm just as interested in how I work as what I make. I'm constantly searching for a more FreeRangeEditing™ workflow that lets me move while I create.
What's changed most in the industry since you began over 30 years ago?
The internet, for a start. When I began, you couldn't just Google how to fix a wonky mask or download a plugin for a complex track. I spent years dreaming of being an illustrator until a job in signwriting paid for my first Mac. That led to Photoshop, then cameras, and then countless hours of trial, error, and stubborn experimentation.
There was no YouTube and certainly no AI; it was just you and the machine. Today, tech changes weekly, and while I use AI for idea prompts and workflow boosts, image generation still leaves me a bit cold. I've spent decades honing this craft, and clicking a button doesn't scratch the same creative itch as manually building a sequence.
Social media has also changed the landscape entirely. I've never loved the self-promo side of things, preferring to let the work speak for itself. For more than ten years as a limited company, that approach has worked — consistency, trust, and giving a damn about the details have kept me growing even as the tools have shifted.
What drew you to starting a solo studio rather than a traditional agency?
Honestly, it started with a few keywords and a need for change. My old alias, Splurj, was making music videos, but I found myself constantly spelling it out to confused clients. I was stuck in a web agency and knew I had to make a move fast; I'd already begun drifting into freelance work, and going solo just felt right. I needed a name that was simple and direct, so I picked "Motion Videos" — not exactly revolutionary branding back then, but it got the job done.
These days, MUVE® represents a more refined philosophy where 99% of what you see is my own, from concept to delivery. I enjoy the control and the clarity that comes with a solo-led studio, but I'm not a hermit. When a project calls for a specific skill outside my wheelhouse, I collaborate with sound designers, illustrators, and specialists I trust.
I still build the odd website — in fact, you're looking at the biggest one I've ever done — but truthfully, web design has often felt like a burden. Closing this site's build marks a turning point where I can focus purely on what I love: making motion content that moves people.
MUVE® itself turned up on 3 September 2024, mid-run, looking out over the valley. Some ideas arrive at the desk. That one arrived halfway up a hill.