
Hollow Crown
01 / The story
A fallen kingdom has no ruler, only a forest that remembers the shape of a crown.
A fictional publisher brief asks for a reveal with no exposition. We answer with three images: a root, an empty seat, a living silhouette. The trailer concept makes scale and restraint carry the promise of a much larger game.
Commission concept: Cinder House Games — fictional. This is an invented partnership for the prototype.
Reveal the consequence before the cause.
A fictional production concept. Artwork and studies illustrate the proposed world; release years are part of the demo.
02 / The visual notebook
Inside the world.
03 / Production notes
An intention in
every department.
Design & performance
A world with its own rules.
Reveal the consequence before the cause. Character silhouette, spatial rhythm and color are explored together in the visual notebook, before a sequence moves into an animatic or playable test.
Technical development
Built around the image.
The treatment combines previs, look development, vegetation studies and a sequence built around one continuous camera move.
Music & sound
More than what we see.
A low ensemble grows from a single resonant wooden strike into a theme that never fully resolves.
04 / Moving studies
From stillness
to a sequence.
Explore the studio’s animated visual anthology: a short sequence of world, character and material studies.
Original synthesized studies · select a track to listen
05 / Fictional project credits
Many hands.
- Creative direction
- Mara Sol
- Visual development
- Ren Okada
- Production
- Elian Vale
- Music & sound
- Leila Nadir
- Technical direction
- Ivo Hart
Keep wandering

