A tribe of troublemakers.
A character world on Solana: 7,316 unique Hoopas across rival tribes, each with its own temper, lore and look. Released in chapters, with campaigns, comics and games built around the cast.
Enter the world
We build characters, brands and the universes around them. Not a logo and a palette, but a world with enough rules that it keeps growing without breaking.
Get in touchA world has a centre and everything hangs off it. Write the centre down and six people can work on the edges without the thing drifting.
Every character, tribe and rule is built to be added to later. The universe is not a deliverable, it is a structure.
A style guide tells people which blue to use. A world tells them what is true, who it happened to, and what would never happen in it. The second one is what makes an audience defend a thing they do not own.
We write that part first, in one document, before any asset exists. It is unglamorous work and it is the reason a universe still holds together after three artists and a year of production have been through it.
Character IP, the platforms it runs on, and the campaigns around it. Two universes so far.
A character world on Solana: 7,316 unique Hoopas across rival tribes, each with its own temper, lore and look. Released in chapters, with campaigns, comics and games built around the cast.
Enter the world
A post-apocalyptic universe of 5,000 Alphas that sold out in minutes and congested the chain it launched on. An Unreal Engine 5 game, a fusion system, a comic and a staking economy grew out of it.
Enter the world
The people who write the world are the people who draw it.
Casts, tribes, lore and the bible that keeps a world consistent once more people work in it.
Marks, type, colour, motion rules and the documentation that keeps them alive.
One eye across every frame, screen and post, from first concept to last asset.
Trailers, cinematics, loops and real-time scenes, 2D through to engine work.
Phased reveals, chapters and mechanics that give an audience a reason to come back.
Trait systems and pipelines for when a world needs thousands of pieces, not twelve.
Before anything is drawn we agree what the thing is: who it is for, what it promises, and what it will still be in two years.
Cast, rules, tone and visual language, written down so the tenth asset belongs with the first.
Key art, animation and the campaign that carries it, produced in-house so the look survives the schedule.
Everything lands back in one bible, so the world survives new hands, new formats and new years.