Grottenaar is one of the major cities in PRAYPREY, built on the fossilized remains of a massive ancient Terraformer. I designed it not just as a location in the story, but as something that could become a physical model people build, study, and explore. The idea is simple: the city itself teaches the audience how the world works. Its architecture carries the history, biology, and scale of the IP, so the model is not just merchandise sitting outside the story. It becomes another doorway into it. Instead of treating products as souvenirs after the fact, PRAYPREY uses them as designed entry points into the mythology, giving the audience a hands-on way to understand the world before, during, or after engaging with the larger story.
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Adam Spencer Let me be brutally honest. I have two degrees, still work in the convoluted and mystical world of entertainment law, am the COO of a quantum compute startup, and have been in the film industry since 1995 and on so-called transmedia projects since 2004. With that, it took me three slow reads and an examination of your website to figure out what you are saying here. I am still not sure. Is this sales copy? Is it supposed to explain what you are trying to do? It feels like a AI generated explanation of an academic approach to merchandising that tries to convert a product to a transmedia experience.
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I hear you on the clarity. This is not academic framing or theoretical merchandising. It is a physical design approach. Grottenaar and the other cities are built as entry points into the story. The model is something you build and explore, where the structure and details reflect the world’s history and biology. The goal is simple. Engagement through building and interaction, not just display. If that did not come through clearly, that is on me. The idea itself is concrete and execution driven.