
Stockholm · 2025
Elysium
A 650-square-metre clinic hiding on an ordinary Stockholm street. AI characters remembered visitors between scenes. The fiction ran for six weeks.
Worlds you step into.
Stories you help create.
Everything we make is meant to be entered — a game, a city, an organisation — and we run it live, with everyone inside. What happens next depends on you.
What we do
We do not design what an audience watches. We design what they do — and that cannot be held by a script alone, which is why every world we build has a system underneath it. Scenography, software, live performance, AI and audience design are made as one thing, not handed between departments. We are as exacting about the lighting cue as about the inference latency. The work begins before the door and keeps moving after the lights come up.
Three doors, one house
Pre-launch ARGs, activations and live seasons around games, film and streaming — the participatory layer that makes a release an event.
enter →Original participatory works, built shoulder-to-shoulder with theatres, museums and institutions.
enter →The same worldbuilding craft turned toward leadership, organisations and cities that need people inside the change.
enter →Selected work

Stockholm · 2025
A 650-square-metre clinic hiding on an ordinary Stockholm street. AI characters remembered visitors between scenes. The fiction ran for six weeks.

SXSW · Global
A transmedia world directed across live incident, screen and audience discovery—made with Reflector Entertainment and performers from Punchdrunk’s Sleep No More.

Sweden · 2012–2016
A camera the size of a stamp that took a photo every thirty seconds, and software that turned the pile into a memory you could find your way through. Founded in Sweden as Memoto; the Clip opened a category that did not exist.

New York · 2018–2021
New York's most tedious errand, rebuilt as one room. Eye exam, frames, an optical lab behind the wall — and finished prescription glasses before you have finished your coffee. We built the service model, the brand and the space.
Capabilities
01
Live performers and AI characters running one dramaturgy. Both remember the participant, both answer back — not scripted branching.
02
The story in every pocket. The phone becomes scenography instead of a distraction from it.
03
Projected worlds that wrap around participants and shift with the story.
04
The real-time engine holding threads, spaces and 1 000 concurrent participants together.
05
Sound, light, space and prop — the tangible layer that anchors everything digital.
06
The participant journey designed end to end — invitation, arrival, threshold and afterlife, treated as part of the work.
How we work
Participation is not a lowered bar. It is a raised one.
01 / Before
The real place, audience and tension come first. We find what is already charged before adding fiction.
02 / During
Story, space, software and performers become a system that notices—and changes with—the participant.
03 / After
The strongest worlds leave evidence: a changed relationship, a rumour, a ritual, a story only that participant can tell.
Where this starts
A launch with a date already on it. A season you have to programme. An organisation that has to change and cannot do it with slides. The craft is the same in all three — what differs is who is in the room and what they came for.