Foresight & strategy
Signals, scenarios and the brand’s next move, then the name, the look and the product. The sketch everything else is built from.
Signals · Scenarios · Naming · IdentityThe futures studio of Jonny V. I show brands their next world before they build it: read the signals, sketch it in pencil, make it real with its own people, then wire it to sell.
The future is not a destination. It’s a decision being made.
See what could happen · Decide what should · Build what comes nextEvery future starts somewhere. This one starts on a desk.
Quest · a home battery prototype · concept demonstrationThe future is already leaving clues.
Cheaper cells · Repair rules · Peak prices · Longer outages · TariffsOne starting point. More than one future.
Scale · Repair · Access · SharedFour futures. Four different bets.
Each one wins something and costs somethingWin through scale. Standardize the battery. Optimize the system.
You gain: lowest cost per kWh · You give up: easy to copy, hostage to supply chainsA possible future is not a plan. A plan starts with a test.
What must be true: installers buy a standard Quest at volume priceDesign for longevity. Turn maintenance into a relationship.
You gain: parts, upgrades, refurbishing · You give up: logistics, warranties, long-term compatibilityA possible future is not a plan. A plan starts with a test.
What must be true: owners will pay to keep their Quest runningSell the outcome, not the object. Power as a service.
You gain: monthly revenue, paid by the grid · You give up: service duty, utility dependence, trustA possible future is not a plan. A plan starts with a test.
What must be true: homes pay for backup hours, not hardwareChange who benefits. The block owns the battery.
You gain: building and campus contracts, loyalty · You give up: control; governance gets hardA possible future is not a plan. A plan starts with a test.
What must be true: neighbors can share power and decide together04 · Which world would you build?
What are you trying to make possible?
A product that doesn’t exist yet. A business model nobody has tested. A system that needs to change. Bring us the challenge.
Start a conversation →Quest is a fictional concept demonstration, not a client or a forecast. The signals on the desk are real. Sources in Futures ↓
Most brands plan from last year’s numbers. I start from what’s already moving: how people shop, gather and decide, and the tools and rules arriving around them. Then I make the future worth betting on visible, so your team can stand in it and decide.
The shifts already under way in your category, each one with a source you can check.
Two to four worlds your brand could live in, dated, with what each would take and what it would cost to ignore.
The one worth building, as a scene, a film, a product or a shop you can walk through before you commit. The film above is one.
One prototype, real signals, four futures, one first test. The experience above, and the method run end to end.
ShippedVideo you can click. Every object in a film is an address, every fact has a source, and people are never selectable.
AlphaWhere buying goes when every brand has a world of its own.
Writing nowWhat computer-made music does to culture, and to the brands that live in it.
Writing nowPrices, claims and pictures tied to a record anyone can check.
Writing nowQuest and its four futures are a fictional concept demonstration. The signals are real.
Working with a school, nonprofit or community group? That’s It’s Abundant, my futures lab for communities.
Your products, people and places: photos and footage you already have, or a shoot we plan together.
Computer-generated worlds, characters and products, built from scratch when the idea is bigger than a set.
Most quests mix the two: real product shots inside a built world, real people in a scene that couldn’t be filmed.
Signals, scenarios and the brand’s next move, then the name, the look and the product. The sketch everything else is built from.
Signals · Scenarios · Naming · IdentityProduct, people and campaign shoots, art-directed and shot for every channel.
Art direction · Product & campaign · LookbooksLaunch films, ads and social cuts, shot on set or cut from your footage.
Launch films · Ads & social · Behind the scenesComputer-generated places your brand can live in when the idea is bigger than a set.
Environments · Campaign imagery · Scroll filmsA cast and mascots with faces people remember, ready for film, packs and figures.
Character design · Turnarounds · 3D-readyProducts modeled, exploded and rendered, from first prototype to hero shot.
3D models · Exploded views · Renders & printsDrops people can hold: apparel, figures of your characters and 3D-printed products, made in small runs.
Apparel & merch · Figures & collectibles · 3D-printed productsWorlds people can stand inside: 360 video, VR experiences and AR on a phone.
360 video · VR experiences · AR filtersProjection, holograms, interactive installs and whatever arrives next, put to work for the brand.
Installations · Interactive retail · PrototypesA site people step into, built to walk them toward one button.
Scroll-story site · Drop pages · Phone-firstEverything behind that button: the list, the texts, the reminders, the checkout. A tap becomes a sale.
Waitlists · Email + SMS · CheckoutReferrals, content and retention, so every customer brings the next one, every month.
Referrals · Content engine · CRM & repeat dropsStart with a teardown of your brand, or go straight to a world, a launch or a flywheel.
See the ways to start →Futures work ends in a decision. When the decision is a launch, this is how we build it: the world, the site, the funnel behind it and the flywheel that keeps it selling.
Demo brand · QUINTA eau de parfum · made up for this site · built in CGI build worlds people want to step into. Then I give them a front door, point every street at it, and keep it spinning. Every one starts in a sketchbook.
Jonny V is my alter ego, the side of me that makes things. The V is five in Roman numerals, and every quest has five moves: foresight, world, website, funnel, flywheel. It’s on the cap for a reason.
I trained in human-centered design and engineering at the University of Washington, design innovation at Northwestern and computer science at Morehouse College, so I think in people, prototypes and code. Every quest starts with what’s changing, becomes a sketch, gets built into a world, and only counts if it sells. That last part is the funnel and the flywheel, and it’s where most studios stop.
I study your site, your socials and the signals moving in your category, then send a short teaser of what your next world could feel like.
The idea, the look, the cast and the story, from real shoots, CG or both, as campaign imagery and film.
Scroll site, launch film and drop pages, all pointed at one place to buy.
Lists, follow-ups and a rhythm of drops, so every customer brings the next one.
Tell me your brand and what you’re launching. I’ll reply with where I’d start, and a teaser if it’s a fit.