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Client
The Pendragon Cycle
Partner
Format-3
Description
A digital world built from The Pendragon Cycle: Rise of the Merlin. Somewhere people can be captivated by the world of the series, and come out wanting to watch it. View Project

Rise of the Merlin

The Case

The Pendragon Cycle - Rise of the Merlin

People do not start watching a series because they understand it. They start watching because they want to be in it.

The Pendragon Cycle: Rise of the Merlin is one of the most ambitious original series of the moment, and the world behind it is the best thing it has. So instead of a page that tells you about the show, we built a piece of that world you can walk into.

The usual way to promote a series is a trailer, a poster, a synopsis and a cast list. All of that informs, and almost none of it makes anyone want anything. Our goal was a digital world of its own, built out of the series, where people are captivated by what they see, pick up a little about the world along the way, and come out wanting the show.

Every decision was measured against that: does this increase someone's want to watch, or is it just information. Atmosphere increases it. A plot summary does not.

It also had to work before the series was out, with no episodes to show and nothing about the story given away. What you can build at that point is a place, and a place is enough.

View Website

Our Process

We treat your challenge like our own, shape ideas into a clear experience strategy and craft every detail to create experiences that create lasting connection.

“Own”

We treat your challenge like our own, bringing expertise and perspective to make every idea stronger.

We think like owners, so we started with what this site is for. It is not an announcement and it is not a press kit. Its whole job is to make somebody want the series more at the end than they did at the start, and that changes what belongs on it.

Our Perspective: Want comes from being somewhere, not from being told

Nobody has ever been talked into loving a world. You feel it because you spent time in it and it felt like a place.

So the site had to be an extension of the world rather than a description of it, and everything we put in front of people had to earn its space by being atmosphere instead of copy.

Our Vision: Treat the website like an opening sequence

We built it as shots rather than sections. Each part has its own composition, focal point and timing, the camera moves slowly and deliberately, and the interactive elements sit inside the environment instead of on top of it. You do not read this site, you move through it.

Our expertise: A website that is almost entirely graphics

This is one of the heaviest builds we have done. Nearly every screen is real-time 3D doing the storytelling: environments, dynamic lighting, atmosphere, weather, and a camera that responds to you.

It also has no door in front of it. Anyone can open the world on a link, with no account and no subscription, and send it to somebody else.

“Shape”

We shape ideas into a clear experience strategy, built around your audience and your objectives.

The plan: A guided journey through the world

You move through a series of atmospheric scenes, with visual story cues to find along the way and transitions that show you fragments rather than facts.

Scrolling is the camera. You are not navigating a page, you are being carried through environments, and the environment answers with small movements and accents as you go.

The things you learn arrive as part of the scenery: a symbol, an object, a place, a name. You leave knowing more about the world than when you arrived, without having read anything that felt like an explanation.

Strategic choices

Explore instead of read. Symbols, environments and motion build curiosity, and somebody who found something themselves is more invested than somebody who was told about it.

Real-time instead of video. A film loop plays the same way for everybody. A real-time scene reacts to the person in it, which is what makes a world feel like it exists.

Hold the story back on purpose. The site gives you scale, mood and a sense of the world, and stops there, because the series has to be the payoff.

Nothing to sign up for. The experience works on a link anyone can open and share, so the world reaches people who have not decided anything yet.

“Craft”

Using experience strategy, design, motion and code; we craft every detail to create an experience that feels effortless and leaves a lasting impression.

Design

Working with Format-3, the design job was composition rather than layout. Every scene had to read like a frame: where your eye lands, what sits in shadow, how much empty space the mood needs. There is very little text anywhere, because copy over a cinematic scene breaks the spell faster than anything else.

Motion: We made it snow.

Weather is what turns a landscape into a place you are standing in, so snow drifts through the scenes, catches the light and settles as you move. It is the kind of detail nobody asks for and everybody feels.

The rest is camera work. Slow, deliberate moves, controlled lighting, spatial audio cues, and transitions timed like cuts in a title sequence. On a project this full of graphics the temptation is to animate everything, and most of the work was deciding what stays still.

Code

The experience is built on the same technical foundation we use for complex interactive projects such as Dior's "Garden of Dreams" and Sprite's "Recycled Records". Custom shaders, lightweight particle systems and GPU-friendly materials give the scenes depth without making anyone wait for them.

Assets stream in as you move through the experience, which keeps the first load small while the scenes stay high resolution. With this many graphics, that loading strategy is the difference between a cinematic site and a site nobody waits for.

All while keeping the flexibility of a normal website using a Headless CMS.

Scope

  • Experience and interaction design
  • Real-time 3D
  • Motion
  • Development
  • Headless CMS

Result

The series got a world of its own on the web, with the production value of the show behind it, where people could spend a few minutes being captivated instead of being told about it.

Anyone could open it on a link and pass it on, and it gave the production something living to put in front of an audience while the series was still on its way.

This project shows how we extend stories and communities into a digital realm. The collaboration with Format-3 went extremely well, and we are continuing to produce experiences together for other clients.