Offering 01 · Launch & live

← The three doors

Launches participants tell stories about.

Pre-launch ARGs, post-release fan engagement, transmedia seasons. We build the participatory layer around AAA games, films and streaming releases — and we have done it for some of the biggest IPs in the world.

Masked performers in a dim corridor at the Unknown 9 launch in New York
Launch of Unknown 9 — AAA game and transmedia IP — for Reflector Entertainment in New York during Comic-Con NYC, together with the Sleep No More team and Punchdrunk. Photo: Przemysław Jendroska

A release is a date. A world is a place. We build the participatory layer that turns one into the other.

100M+press impressions · Unknown 9
BAFTAMost Innovative Game · Brothers
10 000+SXSW visitors · one activation
68countries · Narrative launch

What we deliver

Four ways to extend a release into a world.

Each engagement is bespoke. These are the formats we know inside and out — the ones we have shipped at scale and refined into a repeatable method.

Format 01

Launch activation

Physical and digital pre-launch campaign with transmedia narrative. Press impressions, community ignition, the conversation around release week.

8–16 weeks · location-based + digital · 10 000+ participants

Format 02

Alternate reality game

Pre-launch hype or community engagement for existing IP. Designed to be discovered, shared and decoded — extending the fiction into the player's everyday life.

12–24 weeks · global · ARG community-led

Format 03

Live season

Recurring story events tied to a live-service title's content drops. Retention sustained through narrative — not through patches alone.

Quarterly cadence · 6–12 month engagement · platform-integrated

Format 04

Fan engagement platform

A long-term narrative space around an IP, driven by our real-time orchestration engine. Story does not end at the credits; it lives between releases.

Ongoing · platform licence + delivery · multi-year

Selected work

Past projects we are actually proud of.

The receipts. From AAA-game launches to one of the most talked-about activations in immersive entertainment history.

  1. Reflector · 2018–2020

    Unknown 9 global launch

    Performers in medical uniforms during the Unknown 9 activation at SXSW

    Directed the immersive theatre activations for the AAA transmedia franchise as two productions of opposite character: an exclusive, tightly scaled piece with the Punchdrunk ensemble at the McKittrick Hotel in New York during Comic Con 2019, and a far larger one at SXSW in Austin, designed for 10 000 participants. Made with Alexandre Amancio (Assassin's Creed) for Reflector Entertainment, founded by Guy Laliberté. Carried out by The Company P with a cross-functional team of around seventy.

    100M+press impressions · Shorty nom. · SXSW Special Selection

    TeamChristopher Sandberg creative director·Mathias Gullbrandson producer & director of actors·Daniel Chilla producer·Jens Handell sound & music·Oskar Heijl set designer·Niklas Wass producer, Austin·and more

  2. Starbreeze · 2008–2013

    Brothers: A Tale of Two Sons

    The two brothers from Brothers: A Tale of Two Sons on a misty forest path

    Executive producer for the internationally awarded title. Royalty holder and co-rights-controller with creative director Josef Fares. Developed by Starbreeze Studios and published by 505 Games, who later acquired the IP. One of the most awarded indie titles of its era.

    BAFTAMost Innovative Game · VGX · Tokyo Game Show
  3. New York · 2018–2021

    Heywear

    A customer laughing in a pair of Heywear frames

    Getting prescription glasses in New York meant an eye exam in one place, frames in another and a wait on the lab. Heywear put the whole journey in one storefront: walk in, get examined, choose frames, leave with finished glasses in as little as thirty minutes. Optometry, retail, technology and an on-site lab in one room took a new operating model as much as a new brand — concept, venture building, service design and retail experience were ours end to end. The Manhattan studio opened in March 2021, single-vision from $50–125 including prescription, and the concept has since expanded across New York.

    30 minwalk-in to finished prescription glasses
  4. Sweden · 2012–2016

    Narrative

    The Memoto camera held beside a phone showing the app's photo timeline

    Founded in Sweden in 2012 as Memoto, Narrative built a wearable camera the size of a stamp that took a photo every thirty seconds — with an app, cloud storage and image analysis that turned thousands of frames into a memory you could navigate. The launch was the campaign: a Kickstarter asking for $50 000 closed at $550,189 from 2 871 backers, eleven times the goal, and the first audience was the first backers. The Clip then launched internationally and opened a category that had not existed. The company raised $15M from Khosla Ventures, True Ventures, Passion Capital and Creandum, opened in San Francisco and shipped a second generation. Concept, venture building, hardware and software, brand and global launch — end to end.

    11×the Kickstarter goal · 2 871 backers · 68 countries

Who we work with

Built for operators, not just brand teams.

Our work touches marketing, brand, player engagement, executive production and the agencies that serve them. Here is where we typically plug in.

If you run a launch budget at a games, film or streaming organisation — we work as a specialist delivery partner, sometimes direct, sometimes alongside your creative agency of record.

If you are an experiential or creative agency serving entertainment clients — we are the partner you bring in when the brief calls for participatory narrative at scale, not just an activation.

If you are a studio head or executive producer looking for ways to extend an IP between releases — we build the long-game systems that turn audiences into communities.

Most of our conversations start at decision-maker level. We are comfortable in rooms where the budget and the IP both live.

Titles we typically work with

  • VP Brand MarketingGames · streaming
  • Head of Player EngagementLive-service games
  • Executive Producer, MarketingFilm & streaming
  • Chief Marketing OfficerStudio leadership
  • Creative Director, ActivationAgencies of record
  • Head of Brand & CommsPublisher level

How we engage

From first call to launch night.

A predictable four-stage engagement. We make the path from brief to delivery as clear as the dramaturgy we build.

Step 01 · Week 1–2

Discovery

Brief, audience, IP boundaries. A short paid scoping engagement — no theatre, no decks-as-pitch.

Step 02 · Week 3–6

Concept & design

Story architecture, format, participation model. Delivered as a working concept document plus reference prototypes.

Step 03 · Week 6–14

Production

Cross-disciplinary build — narrative, tech, venues, performers. Driven by our orchestration platform, delivered by a freelance bench.

Step 04 · Launch

Run & iterate

Live operation through the campaign window. Telemetry, narrative tuning, press support, post-mortem and IP handover.

Stockholm · worldwide · commissions opening 2026

Got a launch in 2027?

The best activations are commissioned 9–18 months out. If you are thinking about your next release, the conversation should start now.

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