Services

We mostly makeour own films.Sometimes we workon yours.

Most of our time goes into our own worlds. We keep outside work limited, and only say yes when there is something for us to shape, direct or build — not just execute.

If you just need someone to execute a brief, we're probably not the studio.

If you want us involved in what the thing becomes, tell us about it.

Tell us what you're building →

Awards and selections

Selected and awarded around the world.

What we do

What we can come in for

  1. 01 Creative direction We come in before the look is locked.Story, tone, references, visual language — and the decisions that make the whole thing feel like one thing.
  2. 02 Worldbuilding & IP development For ideas bigger than one film.We help define the world, its rules, characters, visual grammar and where it can go next.
  3. 03 Narrative development Concept, script and structure.Finding the story before deciding how to make it.
  4. 04 Advisory For the people making films. And the people building the tools they make them with.Strategy, workflows, creative technology and product thinking — from a filmmaker's side of the table.
  5. 05 Production & co-production From directing the film to building the right team around it.We produce selectively, with the crew and the pipeline shaped around the piece.
  6. 06 Brand collaborations A brand can live inside one of our worlds.Product placement in an Original, placed by the directors and written into the story — not dropped on top of a finished film.

04 / Advisory

We work on bothsides of the tool.

With the people making films.And with the people building what films will be made with next.

For the people making films

Production companies · Directors · Studios · Creative teams · Producers

New tools are moving faster than most production structures.

We work with teams that want to understand where these technologies actually belong — creatively, technically and operationally.

Not where AI can be added. Where it makes the work better.

Creative workflows / Tool selection / Production pipelines / Team structure / AI integration / Creative direction / Testing and experimentation / Internal processes / Project consulting / Training and workshops

  • How do we actually use this?
  • Where does it belong in the pipeline?
  • What should remain human?
  • What tools make sense for us?
  • What team do we need?
  • How does this change production without lowering the standard?

For the people building the tools

AI companies · Creative platforms · Product teams · Creative technology companies · Research teams

We also work with the companies building the tools filmmakers are being asked to use.

That means bringing filmmakers into the room before the product is finished — not after.

We help test workflows, identify real creative use cases and understand what makes a tool useful in production rather than simply impressive in a demo.

Filmmaker testing / Product feedback / Creative use cases / Workflow design / Feature ideation / Filmmaker perspective / Creative direction / Production testing / Workshops / Product advisory

  • How would a filmmaker actually use this?
  • Where does the workflow break?
  • What's missing?
  • What feels useful rather than impressive?
  • What would make this usable in a real production?
  • Where should the machine stop and the filmmaker start?

No AI strategy decks for the sake of having an AI strategy.

The point is making better work.

Talk to us about advisory →

How we work

No fixed pipeline.A few fixed things.

  1. 01

    The world comes before the image

    We start with the story and the world it belongs to.

    The look comes out of that — not the other way around.

  2. 02

    A human decides

    Tools propose. Directors choose.

    Every frame that stays is a human decision.

  3. 03

    Notes come early

    The cheapest moment to change direction is before the render.

    We would rather have the difficult conversation early than make an expensive correction later.

  4. 04

    Credits have names

    If someone shaped the piece, their name belongs on it.

The crew

The crew changes.The direction doesn't.

There is no default crew.

Every project is directed by Javier or Guillermo. Around that, we build the team the film actually needs — not the team we happen to have available.

Direction
Always
Script
Whenever there is a story, which is almost always
Art direction
Whenever the world is new
Storyboard
Whenever the piece has to be planned before it is shot
Technical direction
When the piece pushes the tools past what they do on their own
Music production
When the piece has a score rather than a track
Voice and dubbing direction
When there are voices, and only then
Sound design
Whenever sound carries part of the story
Editing
Always, and more than people expect

The list grows or shrinks with the film.

Working together

Three ways a projectenters the studio

  1. 01

    Our worlds

    You come into an IP that already exists. The world and creative direction stay with us; the right partner helps us take it somewhere we could not take it alone.

  2. 02

    Co-creation

    We build something together from the beginning. The world, ownership, roles and decisions are agreed before anything is made — because figuring that out afterwards never ends well.

  3. 03

    Commissions

    You bring the project. We bring the direction. Best when you want us involved in what the piece becomes — not simply producing what has already been decided.

Questions

Before you write

01 Do you work with AI?

Yes. We also work with cameras, actors, voice directors, editors, composers and whatever else the film needs. AI is part of the pipeline when it earns its place. It is not the reason the film exists.

02 Who owns the IP?

It depends on how the project starts. Our worlds stay ours. Co-created IP is agreed before we begin. Commissioned work is defined in the contract. No ambiguity after the fact.

03 Where does the human decide?

At every step that matters. Concept, script, references, casting, frame, edit, sound and final cut. Tools can propose. They do not decide what stays.

04 How do I hire the studio?

Tell us what you are building. Send us the brief, script, deck, world, references — whatever already exists — and tell us what is still open. If there is a reason for us to be in it, we start with a conversation.

05 How long does a project take?

There is no standard timeline because there is no standard film. A piece with a finished world and a locked script is one thing. Building both from scratch is another. We scope around the piece, not around a template.

06 Who actually works on a piece?

Javier or Guillermo directs every project. The rest of the crew is built around what the film needs. Everyone who works on it appears in the credits by name.

07 What formats do you work in?

Short films, trailers and pieces built around a world rather than around a look. If it is a single asset with no story behind it, we're probably not the right studio for it.

Bring us a world.

A brief. A script. An unfinished idea.

Or something you know should exist but do not quite know how to make yet.

Tell us what you're building → Advisory →

Say hello

Every world we have built started with a message like this one. Tell us what you are making and why it matters to you.

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