← All case studies
File 02 · Creative production · workflowAnonymised at the client’s request

from 5 days to 3 hours: rebuilding ad-variant production without new headcount.

A full-service agency was spending five days turning one design into fifty placements — by hand. The fix wasn’t new software. It was seeing that the leverage lived in tools they already owned.

5 days → 3 hrs

Time to produce 50 placements

−97%

Production time cut

0

New headcount

A full-service experiential and creative agency with an in-house team of production designers specialising in 2D advertising assets. The creative was strong and the team was skilled. The problem lived one level down — in the mechanical work of taking an approved design and stamping it across every placement a campaign demanded.

Industry
Experiential & creative
Revenue
~$30M
Team
In-house production design
Environment
Adobe Photoshop
What they thought

“We need more designers, or a faster agency.”

What we found

“The designers were fine. Five days of mechanical resizing was hiding inside every campaign — and the tools to remove it were already paid for.”

Adapting one ad creative across dozens of placements — bus shelters, billboards, transit posters, digital out-of-home — was entirely manual. Every format meant opening the source file, resizing, repositioning, adjusting type, exporting, then repeating fifty times. A full set from one design took five days on average — too slow for campaign timelines, and far too costly at the pre-approval stage, where the work hadn’t even been signed off.

  • High designer hours spent on repetitive, low-creativity resizing.
  • Inconsistencies introduced across variants during manual work.
  • Pre-approval assets costing the same effort as final production files.
  • No scalable system for managing source files and their derivatives.

The goal was never to replace designers — it was to eliminate the mechanical work and free them for the decisions that matter. We evaluated DAM platforms, Adobe CC libraries, workflow-automation tools, Adobe scripting and creative-automation platforms before committing. The answer was a two-part stack. I mapped the bottleneck and the approach; their team built it.

  1. 01

    Engine: creative automation

    A creative-automation platform, connected to a master template, generated every format variant from defined placement specs — dimensions, safe zones, copy rules — in a fraction of the time.

  2. 02

    Bridge: a custom prep step

    A set of scripts in the design environment handled the hand-off — organising layers, applying naming conventions, prepping assets — so source files flowed straight into the automation layer.

  3. 03

    Design once, run the prep step, generate fifty placements

    No new headcount, no replacement of existing tools, no disruption to the designers’ Photoshop workflow.

MetricBeforeAfterChange
Time to produce 50 placements5 days3 hours−97%
Formats coveredManual, inconsistent50 placements, digital + printOn spec
Designer effort per variantHigh, manualMinimal, automated
Pre-approval turnaroundBottleneckSame day

Consistent, on-spec assets across every placement with no manual resizing errors, same-day pre-approval turnaround, and production designers freed to focus on craft instead of repetition.

“We went from a five-day production cycle to three hours for a full set of digital and print assets — all from a single master design.”

Production team, $30M creative agency
On the record

Anonymised at the client’s request. The before-and-after timing is the team’s own measurement on live campaign work.

The team didn’t just speed up a process — they changed how production design scales. For any team running high-volume, multi-placement work, the lesson holds: the biggest gains rarely come from replacing your tools. They come from connecting the ones you already own. Every business has a five-day process hiding in it.

What five-day process is hiding in your business?

A Two-Day Teardown finds where the money is actually stuck — starting with whether your numbers are even real — and names the one to three moves that unstick it. You keep the map either way.