An immersive cinematic experience.
The story of us. From before the beginning, through everything we have become. From the smallest building blocks of existence to the edges of everything. From the deepest heartbreak of what we face to the most alive sense of what we can still become. A 45-minute immersive cinematic experience that returns audiences to a felt sense of possibility, agency, and connection. You walk out oriented differently than when you walked in.
EVERYONE: The Story of Us is a 45-minute immersive cinematic experience built for the global venue ecosystem. Planetariums, LED domes, Sphere-scale installations, touring productions. Designed from the ground up to do something no documentary, lecture, or data visualization has done at scale: produce a durable, felt shift in how a person sees themselves, each other, and what is still possible.
The film does not argue. It moves. Across time, across scale, across the membrane between self and world. It begins where audiences actually are, in the weight of the present moment, and unfolds outward through a cosmic and evolutionary journey that lands the audience back in their own life with a different posture toward the future.
Imagery, voice, music, and sound design work as one continuous experience. The score by Harry Gregson-Williams is not accompaniment. It is architecture. Visual effects are led by Emmy Award winner Dennis Blakey. Immersive production is delivered by WEVR, recognized by Fast Company as a Top 10 Most Innovative Company in AR/VR.
The experience does not tell people what to think. It reframes what they are able to see. And once seen, it cannot be unseen. That irreversibility is the mechanism, the point, and the reason a property at this scale is required.
One 45-minute master, produced at the highest cinematic quality. From it, every format derives: full-dome, flat-screen 4K and 8K, theatrical, streaming, mobile, plus campaign extracts and trailers. One production pipeline feeds every distribution channel.
The visual language operates at three scales. Cosmic: universe, galaxies, deep time. Civilizational: cities, movements, human patterns. Intimate: faces, hands, single moments of recognition. Sparse, human voiceover. No characters in the traditional sense. No plot to translate. The experience travels every market on Earth without localization.
The visual production combines three pillars. Generative AI for cosmic, nature, and scale imagery beyond the reach of any physical camera. Libraries of stock and crowdsourced footage of human life and the world. And expert visual effects work, AI-powered and traditional, that takes every frame and refines it into a consistent visual language that is ours alone. The same approach scales across the film and the campaign series, ensuring continuity from any 60-second campaign through the full 45-minute experience.
Work that would have required $100M and a full studio infrastructure five years ago can now be produced at a fraction of the cost by a small, world-class team. The convergence of talent, technology, and timing is what makes a property of this magnitude possible at this budget.
A short list of those leading. The broader team across creative, production, advisory, and operations is significantly larger and growing.
One of the most celebrated film composers working today. Gladiator. The Martian. The Chronicles of Narnia. Shrek. Kingdom of Heaven. The Equalizer. Metal Gear Solid. Multiple Golden Globe, Grammy, BAFTA, and Emmy nominations. Bringing the rare capacity to translate existential scale into lived emotional experience. The score is not accompaniment. It is architecture.
Emmy Award-winning digital visual effects artist with three decades at the forefront of cinematic innovation. Animation Director on Star Trek: Deep Space Nine, where he designed the original CGI morphing effect that earned the Emmy. Three decades at Digital Domain. Apollo 13. The Fifth Element. Tron: Legacy. Thor. Iron Man 3.
Fast Company Top 10 Most Innovative Company in AR/VR. Co-founded by Neville Spiteri and Anthony Batt. Harry Potter VR (Warner Bros). Gnomes & Goblins (Jon Favreau, Emmy finalist). Members of WEVR's team have been approached by leading immersive venues including Sphere. Bringing immersive production from creative vision to deployable reality across every venue format.
Producer with a longstanding collaboration with Darren Aronofsky, including across decades of independent and prestige cinema. Brings depth of experience in producing ambitious, art-forward film projects. Production advisor to EVERYONE.
Brothers, equal co-owners of EVERYONE LLC, joint decision-makers. Zak is the writer and creative director, with thirty years at the intersection of immersive media, cognitive science, and purpose-driven ventures. Co-founded Gravity in 1993, one of the world's first immersive content studios, with Intel, IBM, and Disney as partners. Zev is the producer and operational lead, with a career across investment banking, venture capital, and sustainability-driven organizations. They have been developing the philosophical and creative foundation of EVERYONE for over fifteen years.
The infrastructure is being built. The content is the bottleneck. The lane is empty.
For investors ready to go deeper. The site below holds the complete picture: the philosophical foundation, the film bible, the data room, the legal documents, and the full business plan.