A new pantheon for post-postmodernism!
LOOM is a collective of interconnected stories across and beyond the fabric of reality, with three new defenders of TIME, SPACE, and MIND.
Storytelling and myth have, since their dawn, been vehicles for people to better understand the world and one another. Pantheons of gods have been willed into the world, breathing life into phenomena: ideas that were known or felt - but not fully grasped.
From the farthest reaches of the universe, across eons, and betwixt the inner workings of the human mind, the world of LOOM is serves a sandboxfor creators and audiences alike, where imagination can run free - a 'curated infinity' of stories.
But it's not just a set of 'open-source' characters or worldbuilding playthings - LOOM's value lies in its canon. Inarguable, non-democratic - but critical to the shape of the thing. Think of it as a game master of game masters; a cenrtral narrative-weaver responding to the organic subset of stories threading from the shared foundation(s) established here. It's an overarching ambition for a "franchise" that's really one cohesive thematic work.
This site is a perpetual work in progress - a 'drop box' of ideas and images continually amended. 'Now Presenting' is candidly the most 'complete' and considered work, though the worlds and cast of characters across the others present a rich, robust collective that could survive beyond the contexts of stories. - while still serving as strong narrative springboards.
LOOM's stories span three primary properties, sprawling across shared world(s).
While a caricature of 'our world' serves as an anchor point, each has its own distinct attitude, domain of ideas, and sub-worlds The world(s) that comprise this show’s universe are rich. They can present an array of diversions for our heroes, with novel characters or creatures appearing as one-offs to illustrate the scope of the universe - but should always be grounded in an interesting exploration of how abstract forces and concepts interplay to shape our lives.
Click into each of the below properties for a deeper dive into the respective domains of our young heroes!
While a pitch for three, let alone seven (including some of the 'looser' premises for an extended Loom-iverse) discrete shows is ambitious - Loom is not an atomic unit
NOW PRESENTING |
Now Presenting helps ‘give shape’ to an ever-changing world in its Fourth Dimension, a psychedelic landscape that dictates the very notion of the now - where Penny must train to prepare against the emerging threat of The Zeitgest; her ghastly precursor and one of Father Time's greatest failures.
At its core, Now Presenting is about the complex choreography of culture and the rapid, endless lyiterating exchange between the world stage and the individual: our relationship with the ever-changing world at large. It is not an "anti-trend" show, but explores the battle between topicality and timelessness - and asks audiences to consider if they're spending their time in ways they truly value.
(In many ways, its an American Gods or Sandman for kids - but more specifically focused on the real-tiime dance between the unseen public consciousness and the everday woirld around us.)
This is not a show about time travel. At least, not in the traditional sense. This is a show about the lovably unqualified hero of the Present: a human girl with the unique ability to travel to time, not through time.
PERSONAL SPACE |
Space (and other fundamental forces of the natural world) personified!
Zeke frees X and Y, the previously imprisoned and now depowered deity namesakes of the spatial axes, helping redeem them from their status as 'outlaws of physics,' embarking in a globetrotting adventure to reclaim a powerful set of artifacts with their former abilities imbued.
MINDIORE MANORS |
Mindy discovers she's from a long line of powerful psychics, a rare variant known as 'Manifesters'. While most psychics have a single ability, manifesters are able to summon a familiar reflecting a deep facet of their subconscious, wildly more powerful than their progenitor.
At its core, Mindiore Manors is about the delicate dance of triangulating intent and action. Mindiore Manors explores our relationship with ourselves and one another: how our ideas aggregate and transform - what gets corrupted or bolstered in our headspaces... and what's lost in translation between what we imagine and what we express.
It's an inversion of Now Presenting, with MIND as the "micro" to TIME's "macro."
What in the knockoff-Khan-Academy does this world 'look like?'
...and beyond.
While the above aim to provide ingredients for evergreen episodic series with a serial throughline or contained mini-series that exclusively focus in on the key arcs, the following begin to 'unravel' the Loom - quite literally deconstructing the very franchise the works occupy.
Cartoons have become iconic, often precisely because of the economic constraints under which they were created. From Schultz’s Peanuts to the minimalistic charm of Hanna-Barbera’s productions, the realities of cost-effective storytelling demanded characters and ideas that were efficient—boiled down to their essential traits. These constraints gave rise to characters that weren’t just recognizable but could transcend their source material, embedding themselves into culture as Halloween costumes, doodles, and more. Efficiency bred universality, making simplicity a virtue.
Today, as technology accelerates the removal of such restraints, we stand on the precipice of a new storytelling era. Hyper-personalized and hyper-curated experiences coexist, reshaping what intellectual property (IP) means and how it derives value. In a world where creation tools are democratized, the lines between consumption and creation blur, and replicability becomes trivial, what keeps a story or character relevant? What allows it to permeate beyond its initial bounds?
Enter Loom, a bold exploration of storytelling’s evolution. At its core, Loom is a reflection and meditation on the history of narrative while speculating on its future. It examines how culture shapes, and is shaped by, the media we consume, offering a lens into the commodification of art and the erosion of media’s capacity to channel the universal through the specific. But it does so playfully—Loom is as self-deprecating as it is poignant, as entertaining as it is introspective.
With three core series pitches with clear, serialized, complete stories - it paves the way for looser, more exploratory works that share the same visual language and 'world' - while lampooning the notion of "cinematic universes" and "multiversal" storytelling. It recognizes these as choices of a product - and questions the bounds of storytelling and the simultaneous erosion of rules (presented by new media, the Internet, and shifting appetites) and a seemingly increasingly stringent formula for success in the traditional media space.
In the same way that "Kid Cosmic" took tropes brought to the public conscious by Marvel's "The Infinity Saga", LOOM fully employs the vast array of narrative gimmicks that modernity affords, in a fun, tongue-in-cheek, playfully critical manner.
The project itself is an ouroboros: a series of spiritually successive works that are connected by an aesthetic throughline but remain unshackled by tonal or audience consistency. Each piece stands alone, consumable on its own terms, while inviting deeper engagement with implicit connections for those who seek them.
Loom aims to deliver something familiar yet curiously novel—media that mirrors our increasingly self-aware culture while celebrating storytelling’s infinite capacity to adapt, subvert, and endure.
Odds & Ends |
A spiritual and canonical 'prequel' that takes place in the singular moment before the events of the three mainline entries.
Luck and Chance can't be seen by any human - aside from Ev. But each night, Ev is 'restored' of her memories across a once seemingly infinite timeloop - that's about to run out. Each iteration shrinks the window before the next reset by several hours.
With only twelve loops remaining, The Odds (Luck, Chance, and Fortune - who's taken on the guise of mortal, Ev) confront what lies after.
A 'begrudging' cross-over event that spirals into its own beast - and a foray into the MULTIVERSE. (Wait - hold your groans!) Quality Control should feel like two 'complete' and fairly separate works.
I: Penelope, Zeke, and Mindy team up to take down The Order - a shadowy agency that's been observing and subtly manipulating their adventures from behind the scenes. Pardon the triteness but... "This should be the 'Empire Strikes Back' of the franchise!" Our heroes are presented an unwinnable task: the very act of their collaboration , succeeding in 'defeating' The Order splinters reality into loose thematic tangent worlds, paving the way for...
II: Comstance and Variance
SUN.SETTINGS |
Format: Anthology, Ongoing
An ambivalent trio of storyweavers cast judgement on the omniverse of ideas. Val Yu, a quiet, optimistic, mute astronaut of unknown origins, Angel O'Hara, a former Earth starlet cast to the stars - a femme fatale with an unspoken, sordid history, and Tori Stellar, a naive but endlessly kind humanoid alien. The trio must return to their ship, The Waypoint, at sundown - lest they be subject to unspoken consequences... Though will mysteriously appear aboard the vesel the following morning without memory. Like pulp fiction publications, this should be a sampler of science fiction tales with our cast serving as a framing device - each assuming roles, either usurping slots of other characters, or serving as commentators. The framing device should have its own narrative of conflict, with each character having a different take on their role as surveyor of worlds.
VALENCE |
Format: Film (3 Shorts)
A story about a girl who become the most powerful being in existence.
A Wizard of Oz meets the multiverse tale. A young farmgirl dreams of more, escaping the bounds of reality. As she pursues her dream of stardom , the world she's always known unravels around her - as her self-dampened omniscience begins to reemerge.
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