Creative

Worlds people want to belong to.

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.

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One canon, many hands

A 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.

Extendable by design

Every character, tribe and rule is built to be added to later. The universe is not a deliverable, it is a structure.

The premise

A world is not a style guide.

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.

The worlds

Built here. Owned here.

Character IP, the platforms it runs on, and the campaigns around it. Two universes so far.

HOOPAS Active world

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
HOOPAS key art with two characters facing off
ALPHA GORILLAS 2021 - 2023

From ashes, power is born.

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
Alpha Gorillas key art
Enter the jungle
What we make

From the first character to the last asset.

The people who write the world are the people who draw it.

  1. 01

    IP and character development

    Casts, tribes, lore and the bible that keeps a world consistent once more people work in it.

  2. 02

    Brand and identity systems

    Marks, type, colour, motion rules and the documentation that keeps them alive.

  3. 03

    Art direction

    One eye across every frame, screen and post, from first concept to last asset.

  4. 04

    Animation and motion

    Trailers, cinematics, loops and real-time scenes, 2D through to engine work.

  5. 05

    Campaign and reveal design

    Phased reveals, chapters and mechanics that give an audience a reason to come back.

  6. 06

    Asset production at volume

    Trait systems and pipelines for when a world needs thousands of pieces, not twelve.

How it runs

Four steps, no handoffs.

  1. 01

    Find the centre

    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.

  2. 02

    Build the world

    Cast, rules, tone and visual language, written down so the tenth asset belongs with the first.

  3. 03

    Make it move

    Key art, animation and the campaign that carries it, produced in-house so the look survives the schedule.

  4. 04

    Keep it canon

    Everything lands back in one bible, so the world survives new hands, new formats and new years.

The next world is already in production.