Yuqun Huang builds cinematic title worlds through narrative-driven 3D design
Title sequences have become more than ornamental openings or closings; they now function as emotional architecture. For Los Angeles–based motion designer Yuqun Huang, titles are narrative thresholds—spaces where emotion is shaped before a story begins or allowed to settle once it ends. “I don’t see titles as decoration,” she says. “I see them as a psychological threshold, a shared emotional space that prepares the audience to receive the story.”
Yuqun Huang is a Los Angeles–based 3D look-development artist and title designer whose work sits at the intersection of narrative, material realism, and emotional world-building. Her practice is grounded in the belief that design should prepare the audience psychologically, not just visually. “I always ask whether what I’m making earns the viewer’s attention,” she says. “If it doesn’t carry intention or care, it doesn’t belong on screen.” That mindset has shaped a career focused on cinematic title design where typography, light, and texture function as storytelling tools rather than surface decoration.
Huang has contributed to major film and television projects across Disney, HBO, Netflix, Hulu, and Amazon, including the Emmy-nominated House of the Dragon title sequence. Her role often involves translating abstract narrative themes into scalable visual systems under demanding production conditions. “I think of my job as reducing ambiguity,” she explains. “My responsibility is to take a concept and turn it into something the entire team can rely on—emotionally and technically.” Known for her precision in 3D workflows, she balances artistry with system-building, ensuring that visual languages remain consistent across episodes, formats, and pipelines.
Empathetic design that tells powerful stories
Alongside studio work, Huang maintains a strong personal practice that informs her professional voice. Her experimental project Brain Crack, which explores creative burnout through humor and typographic motion, received recognition from the Marcom Awards and Creative Quarterly. “Personal projects are where I stay honest,” she says. “They let me explore discomfort, curiosity, and contradiction without permission.” Looking forward, Huang is increasingly interested in applying narrative design principles to products and tools that support emotional clarity and connection. “I want to build worlds that help people,” she adds. “Design has the power to create empathy, and that responsibility matters to me.”
Huang’s work spans HBO, Disney, Netflix, Hulu, and Amazon, including the Emmy-nominated title sequence for House of the Dragon, as well as the main titles for Mufasa: The Lion King and Lilo & Stitch. Across projects of vastly different scale and tone, her approach remains anchored in narrative intent. “Every decision I make starts with asking what the story needs emotionally,” she explains. “If the emotion isn’t clear, the visuals won’t hold.”
Discovering titles as storytelling space
Huang’s understanding of title design shifted early in her career while developing an opening concept for Euphoria. Rather than focusing on graphic style, she found herself drawn toward atmosphere and emotional vibration. “That project pushed me past aesthetics,” she recalls. “I was trying to capture a feeling—something unstable, dreamlike, and emotionally charged—before a single line of dialogue was spoken.”
Working with psychedelic distortions and hazy visual languages revealed something fundamental to her. “That was when I realized a title sequence isn’t about explaining the story,” she says. “It’s about priming the viewer’s psyche so they’re already emotionally inside the world before the narrative unfolds.”
Titles as emotional punctuation
Huang often describes titles as an audience’s first or final emotional touchpoint. That idea guides how she approaches each project. “I think of titles as emotional punctuation marks,” she says. “They either open a story or help the audience process what they’ve just experienced.”
When a title sequence opens a show, her focus is alignment. “I ask whether the sequence prepares the audience without giving too much away,” she explains. “It’s about setting tone and expectation, not information.” When titles close a story, the responsibility shifts. “At the end, I want the emotion to linger,” she adds. “The titles shouldn’t interrupt the feeling; they should allow it to breathe.”
Huang’s specialization in 3D look development grew from a fascination with how mood is constructed. “Movement is important, but mood is built even earlier—through light, material, and texture,” she says. “Look development lets me define how a story feels before anything moves.”
Turn emotion into grounded visual storytelling
Three-dimensional space adds physicality to emotion. “3D gives me a way to make visuals feel grounded and cinematic,” she explains. “When light behaves realistically and materials have weight, the audience feels the world instead of just seeing it.”
Turning abstract narrative themes into concrete visuals begins with emotion. “I start by asking how a theme feels, not how it looks,” Huang says. “Once I understand that, I can translate it into visual behavior—how light moves, how space is revealed, how stable or unstable the composition should feel.”
Rather than isolated moments, she builds systems. “I define rules that govern color, lighting, typography, and space,” she explains. “Those rules allow the theme to express itself consistently across an entire sequence.”
Unseen pressure shapes pages and stories
On Hijack Season 2, the theme was invisible pressure. “We wanted tension that you could sense but not immediately see,” she says. Using long-exposure light paths beneath a transit map, she visualized unseen forces at work. “It became a way to make pressure tangible without spelling it out.”
During early pitch development for House of the Dragon, the brief was to redefine the title sequence as a narrative space distinct from Game of Thrones. “The emphasis was on subjectivity—how history is written, who controls it, and how personal choices lead to irreversible conflict,” Huang explains.
Her responsibility centered on developing the “ancient golden manuscript” concept. “Because Fire & Blood is a pseudo-historical retelling, the manuscript felt like the right metaphor,” she says. “It’s monumental and authoritative, but it’s also subjective.”
Gold reveals contested history
Gold played a symbolic role. “Gold represents permanence and power,” Huang notes, “but it also raises the question of who gets to decide what history looks like.”
Huang’s research drew heavily from medieval illuminated manuscripts. “These books are where mythology, history, and authorship collide,” she explains. “They’re not neutral records; they’re interpretations.”
Instead of literal translation, the imagery was organized thematically. “We grouped references around ideas like bloodlines, war, succession, and betrayal,” she says. “That allowed the manuscript language to function as a narrative system rather than illustration.”
Tapestry reveals history woven through power
Motifs such as fire raining from the heavens took on new meaning. “In medieval art, it represents divine punishment,” Huang explains. “In House of the Dragon, it becomes dragonfire—power that ultimately consumes innocent lives.”
As development progressed, the manuscript approach revealed its limits. “Manuscripts are rich, but they’re also book-bound,” Huang says. Client feedback pushed the team toward tapestry as a more expansive medium. “Tapestries document power over time,” she explains. “History isn’t written—it’s woven.”
This evolution preserved earlier ideas while expanding scale. “Threads became lineage, labor became history,” Huang notes. “It allowed us to tell the Valyrian story in a way that felt universal and enduring.”
End credits become a modular system
Beyond early development, Huang was responsible for end-credit typography across all eight episodes. “The key was treating the credits as a modular system,” she says. “Once Episode One established the look, everything else was about consistency.”
Each credit grouping went through meticulous refinement. “I fine-tuned kerning and spacing in Illustrator, then adjusted again in 3D because camera lenses change perception,” she explains. “The final check was always against the tapestry background.”
Efficiency was essential. “A clear SOP removed friction,” Huang says. “It allowed the technical side to support the artistry instead of competing with it.”
Clarity guides lighting and typography
While typography itself may not carry narrative meaning, clarity does. “If the type isn’t readable, the system breaks,” Huang says. “My job was to make sure the typography lived naturally inside the world.”
Lighting posed particular challenges in Season Two. “The tapestry background was lighter and more detailed,” she explains. “I had to adjust material response and lighting so the gold lettering stood out without breaking continuity.”
On Mufasa, the design problem changed completely. “The brief wasn’t to reinterpret the typography,” Huang explains. “It was to recreate it faithfully as a physical object.”
Lineage shapes photoreal typography
Irregular letterforms complicated UV mapping. “Traditional methods didn’t work,” she says. “So I cut the UVs from the sides to keep seams invisible.” Color accuracy required balancing texture and light together. “You can’t adjust one without the other,” she adds.
Here, typography needed to exist in a photoreal world. “The type had to share the same light, scale, and atmosphere as everything else,” Huang says. “Otherwise it would feel composited.”
Respecting the 1994 Lion King meant preserving its DNA while moving forward. “It wasn’t about nostalgia,” Huang says. “It was about lineage.”
Design that makes memories feel alive
Typography hierarchy was restructured to signal a new chapter. “We made Mufasa dominant while keeping The Lion King present,” she explains. Physical depth added monumentality. “The goal was for the title to feel like something that could actually exist in that world.”
For Lilo & Stitch, Huang’s focus turned inward. “I paid close attention to Lilo’s room,” she says. “The glow-in-the-dark stars, the drawings, the leis—those details carry emotional memory.”
Handmade textures were essential. “The imperfections make it feel personal,” she explains. “It’s like a scrapbook made by the characters themselves.” The end credits became a gentle landing. “I wanted the audience to feel like they were still inside Lilo’s home,” Huang says.
Burnout fuels bold personal motion storytelling
Huang’s personal projects explore discomfort with humor. Brain Crack, inspired by a Ze Frank monologue, visualizes creative burnout. “It’s about being exhausted and overstimulated at the same time,” she explains.
Restrained typography contrasts with chaotic motion. “That contradiction mirrors how my brain feels during burnout,” Huang says. “I’m not offering solutions—I’m embracing the discomfort.”
Recognition from the Marcom Awards and Creative Quarterly affirmed that approach. “It reminded me that personal work matters,” she says. “It sharpens my voice.”
Collaborative vision shapes future storytelling
Collaboration defines Huang’s studio work. “Art direction sets intent,” she explains. “My role is to translate that intent into a reliable visual system.”
Attending the Primetime Emmy Awards after House of the Dragon’s nomination was grounding. “It reinforced that meaningful work is always collective,” Huang says.
Looking ahead, she’s interested in product-driven storytelling. “I’m drawn to building worlds that support people emotionally,” she explains. “Design can create empathy and clarity beyond entertainment.”


Empathetic design that tells powerful stories
Discovering titles as storytelling space
Titles as emotional punctuation
Turn emotion into grounded visual storytelling
Unseen pressure shapes pages and stories