


THE GREAT REVOLT
In the summer of 1992, a boy on Earth stumbles across something he can’t explain - an artifact that feels alive in his hands. One moment he’s living in a world that still feels open-ended, before everything gets measured, mediated, and managed. The next, he’s ripped out of his life and dropped into a future that doesn’t care what year he’s from - or whether he survives it. He doesn’t get a prophecy. He doesn’t get a mentor. He gets one urgent objective: find a way home.
But the place he lands in isn’t a “future city” in the clean sci-fi sense. It’s a machine built out of people. A vertical society where the air, the light, and the rules change depending on where you are - where the upper levels are insulated from consequences and the lower levels pay for everything. Surveillance isn’t a camera on a wall, it’s infrastructure. Identity is tracked, movement is controlled, and compliance is engineered through incentives, scarcity, and constant narrative pressure. An oligarchy of private power and political theatre keeps the system stable, while AI-driven oversight makes dissent feel impossible to sustain.
As the boy searches for answers - what happened to him, why he was taken, what the artifact is - he keeps finding the same truth in different disguises: this world is on the edge of an uprising. Underground networks form where the system can’t see, or refuses to look. People disappear. Stories are rewritten in real time. The city broadcasts certainty while reality fractures on the street. And the boy, who wants nothing to do with revolution, becomes valuable to forces he doesn’t understand - because he’s an outsider, because he doesn’t fit the data, and because the thing he brought with him might matter far beyond him.
The Great Revolt is a dystopian coming-of-age story about power in the age of total systems: surveillance capitalism taken to its endpoint, propaganda as a user interface, AI governance without accountability, and the quiet violence of engineered inequality. It’s about what a human being is worth when everything is quantified - and what it costs to stay human when the easiest option is to obey. It’s also about intimacy under pressure: friendship, loyalty, love, and the messy, stubborn act of choosing others when the system rewards isolation.
We’re currently developing The Great Revolt as both a series and an interactive experience, exploring different formats and game modes in parallel. What’s locked is the world, the tone, and the intent. What’s still open is the exact shape it takes first - and how these mediums can strengthen each other rather than compete.
We’re building this as a cinematic CG universe designed for scalability across formats, with an interactive direction explored in parallel so worlds, assets, and visual language can carry over. Our workflow blends high-end craft with rapid iteration and modern generative tools to accelerate exploration, development, and production - without surrendering authorship. We embrace this technological shift because it changes what small teams can achieve week by week, and because ignoring it means falling behind the reality we’re writing about. But we’re equally blunt about the risk: the tool is not the point. Human intent is. Vision, taste, and message matter more than technique, especially in a world where the same technologies that empower creators can also destabilize culture, labour, and trust at scale. That’s why we’re not just building a story, we’re building a community around the discussion too.
He wants to go home.
The city wants to keep him.
And something big is already moving.
If you want the full descent - what he discovers, who he meets, and why the uprising becomes unavoidable - keep going. And if you want to join the wider discussion with artists and builders across disciplines, you’ll find our Discord below.

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Follow the development of our scripted animated series THE GREAT REVOLT


























