1. Weeks 1 to 3Idea and face
  2. Weeks 3 to 5Code
  3. Weeks 5 to 7Rhythm
  4. Week 11 to 20Drop
  5. Two weeks after the DropHandover
13 to 22 weeks. Brand development: 7 weeks. Launch timing depends on production.
What happens in each phase
Idea and face
A Brand Book, and you ready for camera.
Code
The look, the voice and the signed pieces.
Rhythm
A year of Drops, and the offer tested at its real price.
Drop
The release, counted down and sold with no discounts.
Handover
The numbers, the playbook and two training sessions.

Three sizes.

Prices for Clients N°001 to 003.

  • $19,000

    Signature

    Your existing mark

    3 signed pieces

  • $29,500

    Series

    A new identity

    10 signed pieces

  • $39,500

    Complete

    New identity + illustration

    12 signed pieces

What’s included

In every size

The Brand Book, getting you ready for camera, three clips with you in them, a calendar of Drops for the year, the access list, the day of the Drop, the ledger, the playbook and two training sessions. Led by Theo and the project’s producer.

Signature
The full Original, rebuilt around the mark you already have.
Series
A new identity from the ground up, the mark included.
Complete
The new identity, and a mascot or a drawn metaphor that becomes your illustrations.
SignatureSeriesComplete
Visual systemBuilt around your current markNew from the ground up, mark includedThe same, plus a mascot or a drawn metaphor
Signed pieces3: the package or label, the insert, the email after the purchaseA touchpoint plan with 10 units of work10 units of work, plus packaging for two more products
Clips with the founder3. You shoot, we edit3. You shoot, we edit3, and a day of shooting with Theo
Drop content8 launch materialsLaunch set + production for a main formatLaunch set + expanded production for a main format
Access list and Drop pageOn our templateYour own pageYour own page

Your part.

40–60 hours, mostly in the first 7 weeks

Who does what

We do

  • The audit and the Idem Score
  • The brand idea, and getting you ready for camera
  • The design, the edits, the Drop content
  • The access list and the Drop page
  • The day of the Drop, live
  • The ledger, the playbook, the training

You do

  • The product
  • The print run, from our files
  • The price
  • 40–60 hours, mostly in the first 7 weeks
  • Decisions, on time
Is this you?

We take

  • People buy your product twice.
  • A copy sells cheaper, and customers see the price, not the difference.
  • You’re ready to invest $19,000 or more in your brand.
  • You decide things yourself and can give this 40–60 hours.
  • You’ll go on camera. We make it bearable.

We don’t

  • Someone else has to approve the creative.
  • You want it like the market leader. They already have one of those.

Living on discounts is fine. That’s the part we fix. The first ten numbers go to physical products.

How we start.

  1. Idem Test
  2. Video audit
  3. Preliminary Proposal
  4. Proposal Call
  5. The check
  6. Final Proposal
Before we start
Idem Test
Tell us about your product.
Video audit
Theo’s 7–10 minute video audit and Idem Score. Free.
Preliminary Proposal
Scope, launch plan and timing.
Proposal Call
A required call with Theo to agree the project.
The check
Our producer makes sure it can be built. About five working days.
Final Proposal
Agreed scope, price and launch date.

Declines arrive by email within 72 hours, with a reason and one useful idea.

Terms.

Price and payment
Price fixed in your final Proposal. Paid in full before we start.
Sales
Not promised. We guarantee the work, the scope and the dates.
All terms: payment, delays and leaving
Price and payment
The price is fixed in your final Proposal and paid in full before work starts.
If we are late
We return 5% of the price for every week that is our fault, up to 25%.
Pause
One per project, up to four weeks, when you ask. No charge.
Leaving
Any time. What you have accepted is yours. The rest comes back, minus the costs we can’t undo.
Your revenue
Yours. We take no share of sales and no equity.
Not included
Paid ads. Making the run, or building the product. Advice without the work.