A deep tech explainer video is a short film that makes an invisible or highly technical product legible to the person who has to approve it. Most deep tech products cannot be photographed. They sit inside a reactor, a cell, a fab, a network stack, or they have no physical form at all. So the explaining falls to a film, and the film is usually made by people who have never read a spec sheet. We make them by the technique the product actually needs, reviewed by engineers before anyone renders a frame.
Not one house style applied four times. The technique was chosen by what the product is and who had to be convinced.
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Five reasons explainer video goes wrong for deep tech specifically, and not for the software companies the format was built around.
The generic explainer shop has one template: friendly voiceover, rounded shapes, a problem, a solution. Run a reactor twin or a counter-drone stack through it and you get something that looks like project management software.
Deep tech audiences are specialists. A heart rate that reads 120 when it should read 100, a torque figure that is off, a process step in the wrong order, and the credibility of everything else in the film goes with it.
An investor wants the market and the moat. A procurement lead wants compliance and risk. A senior engineer wants to know it is real. One film trying to hold all three usually holds none of them.
The product is inside a reactor, inside a cell, inside a fab, or it is software with no physical form. So the shoot falls back on stock office footage and the film says nothing the website did not already say.
Animation is the most expensive way to discover you have not settled your positioning. A film built on a story that changes two months later is not a film, it is a rework invoice.
Studios usually sell the technique they own. We start from what the product is, who has to be convinced, and what will still be true in a year.
It depends on where it sits, not on the product. A film a buyer chose to open can run three times longer than one ambushing them on a homepage. The four films on this page run from 50 seconds to 2 minutes 29.
| Where it sits | Length | Why |
|---|---|---|
| Homepage hero | 60 to 90 seconds | Nobody chose to watch it. It has to earn the next scroll. |
| Sales or demo film | 2 to 3 minutes | A buyer opened it deliberately. Depth is welcome. |
| Launch teaser | Under 60 seconds | Competing with a feed, a booth or a conference floor. |
| Conference or booth loop | 30 to 60 seconds | Watched from three metres away, with no sound. |
“The first time we showcased that video, we closed our first US client.”
“It helped clients imagine what the product delivery would look like.”
Cloudphysician · healthcare AIRarely, and trying is the most common way the budget gets wasted. An investor wants the market, the moat and the size of the prize. A procurement lead wants compliance, risk and who else already bought it. A senior engineer wants evidence the thing actually works under load. Those are three different films with three different opening thirty seconds. The usual answer is one core film cut three ways from the same shoot and the same 3D, which costs far less than three productions and stops each audience sitting through ninety seconds aimed at somebody else.
Yes, and it is the part that decides whether the film works. We need a technical review of the script and of the animation before it is finished. It is usually two or three sessions. As Cloudphysician put it: if a heart rate was 120, it had to be 120, not 100. At a conference full of experts, get one detail wrong and you lose your credibility.
Routinely. We work from CAD, spec sheets, architecture diagrams and the roadmap. Our 3D lead is a mechanical engineer, so the model is built by someone who knows what the object is supposed to do, which matters most precisely when there is no physical unit to photograph.
You do, outright. Project files, 3D scenes, compositions, audio stems and the graded masters. No hostage retainers and no asset licensing games. You also get a version set cut for homepage, sales, social and booth, plus the source captions, so the film can be re-edited or re-subtitled by anyone you like without coming back to us. The one thing we cannot hand over is licensed stock or library music, which stays under its own licence. We tell you up front which shots those are, and where a film needs to outlive a licence we shoot or build the frame instead.
We can, and we will tell you first if we think it is the wrong order. Animation is the most expensive place to discover the story is not right. Where the positioning is genuinely open we run that as a short piece of work before anyone opens a 3D file, which is cheaper than reanimating.
A spec sheet, a CAD file, an architecture diagram, or the demo you keep having to explain out loud. Thirty minutes, no deck. We will tell you which technique it needs and whether it is worth filming at all.