M/M™ — Cultural Brand DevelopmentLoading00
34.05°N 118.24°W — 48.85°N 2.35°E
Three figures on a desert billboard, each blowing a pink bubble.
M/M™ — Cultural Brand Development Field Unit — Real Reel Est. LA · Paris
We turn fictional worlds into things people can desire, wear and keep.
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M/M™

Building
Cultural
Brands.

Extending fictional worlds into products, objects and cultural brands.

Los Angeles · Paris
How a brand is born
A Story.
A Character.
A Habit.
A Symbol.
A Brand.
01 / 05
What we do

Most brands begin with products.
Ours begin with stories.

Story Character Culture Brand

A character develops a habit.

A place acquires meaning.

An object becomes a symbol.

Over time, those symbols outgrow their original narratives.

We identify them. Build around them. And bring them into the real world.

Chew Count040
Case study / BOBO™
Batch No. 0714City UnknownArchive 00.19

BOBO is not gum. It is gum for things you never said.

BOBO mark

From a character's habit to a cultural object.

BOBO began as a recurring habit inside a fictional story — a gesture repeated until it became identity. What started as a narrative detail became packaging, products, commerce and community.

Today BOBO exists beyond its original story. Exactly where we wanted it to be.

Brand StrategyPackaging DesignE-CommerceWorldbuildingCreative Direction
Three figures blowing pink bubbles.
Three Girls
One Memory
Case study / UNDO™

Protection for bad decisions.

UNDO Milano campaign.

From a prop to a product.

Some mistakes change your life. Some become the reason you keep living it.

UNDO™ is a fictional condom brand created for Crown Me, Undo You. What started as a prop became a product. What started as worldbuilding became a brand.

Use responsibly. Or don't.

Identity SystemPackagingNarrative DesignBrand Positioning
UNDO New York campaign.
UNDO You campaign.
Case study / BAD GENE™ LAB

Daddy issues.

DADDY ISSUES eau de parfum by BAD GENE.

Eau de Parfum — 50ML.

Some people inherit blue eyes. Some inherit money. Some inherit silence.

DADDY ISSUES™ is a fragrance inspired by emotional distance, unresolved conversations and the strange comfort of repeating familiar mistakes.

Wear responsibly. Or don't.

FragrancePackagingFor external use onlyNot approved by any therapist
BAD GENE atmospheric campaign image.
Case study / ROOM 318™
318

Check in. Don't ask what happened here.

Nobody remembers booking the room. Everybody remembers leaving it.

ROOM 318™ is a fictional hospitality and immersive experience brand inspired by recurring locations inside the SHÙ universe.

Part hotel. Part ghost story. Part collective hallucination.

Some keys open doors. Some open memories.

HospitalityImmersive ExperienceWorldbuildingIn development
Case study / VOYD CLUB™

Clinic for the immortal.

A fictional psychological clinic serving a hidden society of vampires.

Developed as an original series exploring memory, identity and loneliness across centuries of existence.

Because immortality was never the fantasy. Living with it is.

Original SeriesWorldbuildingIdentityIn development
Worlds

Brands do not emerge in isolation. They emerge from worlds.

Every product carries the memory of a character. Every symbol carries the memory of a story. The stronger the world, the stronger the brand.

Too Close
To Leave
BOBOROOM 318VOYD CLUB
Enter BOBO
Crown Me,
Undo You
UNDOMØTHPOLAROID
UNDO — Coming soon
Manifesto

Most brands are built around products.

We build around meaning.

Most brands ask what people want to buy.

We ask what people want to believe in.

Most brands are invented.

Ours are discovered inside fictional worlds.

StoriesCharactersSymbolsCultureBrands
Final statement

Stories end.
Brands remain.

M/M™ — Building Cultural Brands