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CASE STUDY

A world built from pieces that never met.

World-building for an animated series and a game set in the same India-inspired universe.

WORLD-BUILDING · SACRED GEOGRAPHY · POWER SYSTEM DESIGN

ENGAGED AT

Series in writing, game in development

DELIVERED

200,000+ words across 20+ documents

BUILT

Game map · Vānara society · Yantra power system

ENGAGEMENT

Ongoing, long-term

01THE BRIEF

They had already chosen the world. They needed it to hold.

The client came to us with an animated series releasing first and a game set in the same world after it. They were not starting from a blank page. Major elements were already committed: figures, traditions and contexts drawn from different periods of Indian history and different strands of the Purāṇic tradition, none of which shared a timeline.

They were not asking us to invent a world. They were asking us to make the one they had already cast legal.

02THE PROBLEM

"Nobody will check" is not a plan.

There are two usual ways out of this. Flatten everything into a vague mythic haze where nothing has a date, or call it a multiverse and ask the audience to stop asking. Both hold until the first person asks why, and with Indian material somebody always does.

There is also a practical problem. A game needs rules. A map needs a reason for a city to be where it is, and a power system needs to say what it cannot do. Vagueness is survivable in a trailer. It is not survivable in a build.

03THE FRAMEWORK

Kalpabheda: the tradition already had an answer.

Purāṇic cosmology runs time in repeating cycles, and it does not require the events of one kalpa to match another. Variant accounts of the same episode are not treated as errors. They are treated as different cycles. This is how the tradition handles its own internal disagreements, and it is called Kalpabheda.

That gave us a chronology with room in it. The client's committed elements could coexist inside one cycle without contradicting Indian history, world history or the Itihāsa-Purāṇa tradition they were drawing from. We did not invent an escape hatch. We used the one the texts already have.

Real historical figures live inside that chronology alongside the fictional cast. The world is an alternate cycle, not a detached fantasy, so it stays answerable to the history it borrows from.

04 — FROM A REGION TO A MAP

HAMPI

They gave us a region. We chose the ground.

The client's direction was that the story sits in the Hampi region. A region is not a location. Someone still has to decide which valley, which approach, which river, and what stands where.

We pinpointed the specific area and designed a fictional city on it. Its own map, its own spatial logic, its own sacred spaces, and an administration built on Arthaśāstra rules of statecraft rather than invented governance. Familiar enough to feel Indian, not a copy of anything you can visit.

The region is traditionally identified with Kiṣkindhā, so we rebuilt the Vānara society that lives there from the Samudra Manthan forward. That society reaches the story with a civilisational memory older than the plot, which means its politics, its territory and its grievances arrive already explained.

The game's map is built on that recommendation. Elements of the character design came out of the same work.

Most research ends in a document.This one became the map you walk through.

05THE POWER SYSTEM

They asked for yantra. Yantra is a look, not a system.

The brief was a power system based on yantra. Taken at face value that produces glowing geometry on a costume and nothing behind it. So we read the corpus first: how yantras are constructed, what governs their form, what each element is doing and why.

Then we designed yantras that do not exist in any tradition but obey its construction logic, and turned them into a rule set. What a yantra can do, what it costs, and what it cannot do. A power system is only as good as its limits.

The fourteen lokas are integrated into the same universe, carrying the story's structure rather than decorating its background. When a world's cosmology is load-bearing, a writer can move a character between levels of it and the audience already knows the stakes.

06WHERE IT STANDS

In production.

The series is in the writing stage and the game is under development. The engagement is ongoing and long-term. The client is not named at their request.

What's next

Building something with this kind of weight?

Tell us the world, the era and the stage you're at. We will tell you what it needs.