EVERYONE
The Story of Us

EVERYONE
Identity Infrastructure for Team Humanity
Radically reorienting how we understand who we are, our place in the universe,
and our collective role in what comes next.
THERE'S A GAME BEING PLAYED. EVERYWHERE. ALL THE TIME. BY EVERYONE.
IT MAY LOOK LIKE WE'RE LOSING. LIKE WE'RE BREAKING APART.
BUT IF WE PLAY TOGETHER, WE CAN STILL WIN.
WHAT WE BELIEVE IS POSSIBLE, SUDDENLY IS.
I WANT TO BELIEVE. COUNT ME IN.
THE MOMENT WE ARE IN
It’s not hard to see why so many of us feel like we’re losing.
You don’t have to be dramatic or pessimistic to arrive there. You just have to be paying attention. The news alone is enough. Add social media, constant fracture, accelerating change, and the sense that our ability to respond is thinning out, and despair starts to feel less like a mood and more like a reasonable conclusion.
Climate. Politics. Technology. Inequality. Loneliness. War. Mistrust. Exhaustion. A sense that whatever is breaking is breaking faster than anything meaningful can be repaired. That feeling didn’t come from nowhere. It’s what happens when you do the math.
But beneath all of that, something more fundamental is eroding. What’s slipping isn’t awareness or intelligence. It’s belief in possibility itself, the belief that the future can still turn out differently, and that collective effort can still matter.
This is the most critical crisis we face. Because without belief, none of the others can be addressed. There is no coordination, no sustained effort, no willingness to try. And with belief, even before solutions are clear, movement becomes possible again.
EVERYONE begins here. Not by denying what we see. But by restoring the felt sense that the future is still open, and that what we believe together still matters.
THE CONTENT
The core output of EVERYONE is a cinematic-first body of work designed to produce a durable shift in orientation in the viewer.
One core master, adapted across delivery contexts. The experience travels. This structure allows a single creative work to scale across venues, formats, and audiences without dilution.
Campaigns: Short-form content designed to spread. Each piece creates a micro-shift, a moment of recognition that stays with you. Shareable, visually stunning, emotionally resonant. These build momentum and grow an audience before and beyond the main experience.
Immersive Cinematic Experiences: The flagship experience is 25–35 minutes, long enough to be serious and complete, short enough to be repeatable. It uses stunning visuals of life, world, and cosmos, paired with precise sound design and music, to take viewers to the edges we assume are real: the beginning of time, the boundaries between self and other. It lets them discover, through felt experience, that those edges are not what we think they are. The result is not inspiration. It is a shift in orientation that tends to persist. Walking out, something has changed, and it stays changed. Designed to be felt before it is understood, and to land with people who don’t share the same politics, religion, or worldview. This is not explanatory content. It works by changing how the world feels, not by telling people what to think.
One experience. Multiple formats: Built for large-scale immersion, and adaptable across environments without losing its essence.
Primary formats: Pop-up domes, LED rooms, planetariums, IMAX, museums.
Secondary formats: Home viewing, streaming, mobile, optional VR.
MARKET SIGNALS
Audiences are already showing up for immersive, cinematic, and meaning-driven experiences at scale.
The global immersive entertainment market, which includes projection-based experiences, large-format installations, VR, and AR, is valued at approximately $130–$140 billion in 2025, with projections exceeding $1 trillion by the early 2030s. Within that, immersive art exhibitions alone reached an estimated $4.1 billion in 2024, driven by repeatable touring models and premium ticket pricing. North America is the largest market, with the United States accounting for roughly 80% of immersive display entertainment spend. At the same time, massive audiences are forming around faceless, cinematic content on flat screens:
  • Kurzgesagt (23M+ subscribers)
  • Melodysheep (100M+ views)
  • Large-scale science, space, and existence-driven content that performs without characters, celebrities, or traditional narrative arcs
These signals point to the same underlying demand: awe, scale, coherence, and meaning, delivered with cinematic quality.
What is new is the ability to create a cinematic-first cultural property that can:
  • Anchor immersive, ticketed experiences
  • Travel across venues and cities
  • Adapt to streaming and flat screens
  • Generate short-form content
  • Support long-term cultural presence
EVERYONE is built directly on these converging signals, not as a bet on a single format, but as a bet on how meaning is being consumed now, and on what the world is hungry for now, cinematic, scalable, and platform-agnostic.
COMPARABLES AND POSITIONING
There are clear signals that audiences will show up for experiences that offer awe, scale, immersion, and meaning.
Infinity Mirror Rooms
Yayoi Kusama's installations demonstrate appetite for "infinity as experience," drawing massive crowds at major institutions.
Immersive Art Exhibitions
Touring experiences like Van Gogh have proven global demand for "walk inside a work of art" experiences, with multi-city models and mass attendance.
Ticketed Immersive Events
Experiences like Eternal Notre-Dame show that ticketed immersive events can succeed as traveling attractions with defined runtimes and repeatable deployment.
Planetarium Experiences
IMAX and dome theaters have shown sustained demand for large-format immersive storytelling that combines spectacle with meaning, from nature documentaries to space exploration. There is hunger for more and better and more meaningful content.
Idea-Driven Content
Kurzgesagt (23M subscribers) and Melodysheep (100M+ views) prove massive audiences exist for faceless, cinematic content about existence and meaning.
Identity Apparel
Global sports merchandise is a $30B+ market. EVERYONE enters with something no one else offers: a team anyone can join.
These signal the appetite. EVERYONE is the first to offer something different: a universal, original story designed to produce a universal, original shift. It gives people something they are not currently being given at scale, a believable felt sense that the future is still unwritten, and that we still have agency inside it, together.
ONCE SEEN, IT CHANGES HOW YOU SEE
The EVERYONE brand mark is not just a logo. It is a micro-experience of the project's core transformation.
At first glance, it appears as a "1," the individual, the isolated, the separate self. With attention, the negative space becomes legible. The word EVERYONE appears, revealed not by adding anything, but by seeing what was already there.
Once seen, it cannot be unseen. That irreversibility is the point.
This is a perceptual rehearsal of the work's central shift. It compresses the entire premise into a single visual moment: You are one. You are also everyone. Both are true. And seeing that changes what becomes possible.
The mark serves as the project's signature. It unifies every asset, and creates instant recognition across contexts: digital, physical, and environmental.
THIS IS NOT METAPHORICAL
It is recognition of a few facts that become hard to deny once you actually see them, and once you feel them.
We are already in the same game,
whether we like it or not.
We are already on the same team,
whether we acknowledge it or not.
We can still choose to play
like we are on the same team.
Belief in collective possibility changes how this game unfolds, because belief in playing together increases the chance that we actually do.
EVERYONE exists to make that recognition experiential, not theoretical.
It is designed to be felt before it is understood.
WHAT IS EVERYONE
EVERYONE is a cinematic-first cultural property designed to restore belief in collective possibility.
Its purpose is orientation repair: Moving people from resignation to participation, from inevitability to possibility. It's built as an integrated system where each piece drives the next: Content attracts attention. Experience changes orientation. The mark makes recognition visible. Visibility sparks conversation. Conversation draws more people in.
The system reinforces itself because belief, once seen, looks for ways to be expressed.
Over time, the work takes different forms: Cinematic, written, short campaigns, interactive, music, and installation-based, both authored and collaborative. EVERYONE.team is where people stay in relationship with the work and with one another.
WHY THIS WORKS NOW
The Main Reason
The world is hungry for something that restores agency, and belief in a different possibility, not by denying the challenges we face, but by cracking inevitability.
The Cultural Reason
We are saturated with dystopia. Many of those stories are compelling because they feel plausible. Some feel inevitable. But the cost of feeding that storyline, again and again, is not neutral. It shapes what people expect, what they feel is possible, what they feel is worth attempting, and how they treat each other when fear becomes the default.
The Technological Reason
We are now able to create cinematic experiences, at a fraction of the historical cost, that would have required massive budgets even a few years ago, and in many cases could not have been created at all. This is a moment where the tools finally match the ambition.
At rare moments, a cultural artifact does not just entertain. It updates the story a civilization tells itself.
EVERYONE is built for exactly this moment.
EVERYONE TEAM WEAR
EVERY1 is team wear for the human team.
Like a sports jersey — but for humanity. Belonging you can wear as a signal. The team is EVERYONE. There are no tryouts. You are welcome here.
Two ways to wear it:
As primary brand — The mark IS the message. Jerseys, hoodies, hats, tees. Celebrating membership on Team Humanity.
As secondary brand — A patch on your team jersey. A pin on your company hoodie. On the field, I play hard. After the game, we shake hands. Because beneath every jersey, we are still on the same team.
WHEN SOMEONE WEARS THE MARK
They are adopting a posture. One that says, without explanation or debate: I am not separate from what comes next. I believe winning is still possible, but only together. I choose to make that belief visible.
Every person who wears the mark becomes a signal others notice. When someone asks what it means, a conversation begins. Symbols travel faster than arguments. Belonging spreads faster than explanation. Jerseys outsell tickets. Logos outlast events. Partnership potential: Co-branded drops with sports teams, artists, athletes, brands. The mark travels everywhere.
REVENUE MODEL
EVERYONE is structured as a cinematic-first cultural property, not a single-release film. It is designed with multiple aligned revenue channels, each reinforcing the others.
Ticketed immersive screenings
Premium pricing based on venue format, ranging from standard theaters to planetariums, LED rooms, domes, and flagship events.
Touring and venue partnerships
A repeatable deployment model, using revenue share, minimum guarantees, or licensing structures depending on partner and format.
Streaming and small-screen licensing
A version of the experience designed for home viewing, with the immersive format remaining event-grade and aspirational.
Team wear and merchandise
Identity infrastructure with meaningful upside, beginning with direct-to-consumer and expanding into licensing over time.
Brand licensing and collaborations
Once traction exists, the mark can extend to apparel and cultural artifacts beyond the core store, including artist collaborations and highly selective co-brands.
Each channel strengthens the others. The property is the engine.
WHAT SUCCESS LOOKS LIKE
Success looks like millions of people encountering the same orientation shift, across theaters, cities, screens, and moments in their lives.
  • A touring immersive experience that becomes "the one you have to see when it comes to your city."
  • A film that people choose to experience more than once, because it is not just plot, it is a reorientation.
  • A short-form content channel that both builds momentum before release and expands cultural reach after.
  • A symbol, EVERY1, that becomes culturally legible as a ubiquitous signal of belonging to Team Everyone.
  • A merchandise and licensing engine that becomes meaningful independent revenue, and also a vector of cultural spread.
  • A property that investors can understand as both mission-driven and commercially structured.
And beneath all of it, the deeper success: a cultural experience that helps restore belief in possibility, at the exact moment that lever matters most.
TEAM
Created by Zak Zaidman and Zev Zaidman
Zak Zaidman
Writer, Creator, Executive Producer
Zak Zaidman is a strategist, founder, and advisor working at the intersection of emerging technologies, regenerative systems, and purpose-driven leadership. He studied philosophy, psychology, anthropology, and creative arts at UC San Diego, then became a National Science Foundation Fellow in cognitive science at UC Berkeley, focusing on consciousness and human perception.
In 1993, he left graduate school to co-found Gravity, one of the world's first immersive content design studios, incubated at Silicon Graphics. Gravity partnered with Intel, IBM, and Disney to explore real-time 3D media and emotionally resonant interactive storytelling. For the past two decades, he has helped build ventures across technology, climate, agriculture, and cultural change.
Zev Zaidman
Creator, Executive Producer
Zev Zaidman brings a lifetime of professional experience across investment banking, commercial banking, money management, venture capital, startups, and sustainability-driven organizations. His career has been shaped by a practical relationship with systems, incentives, and capital, and a long-standing conviction that the world does not have to be the way it is.
At EVERYONE, Zev's role is to translate the creative ambition into a fundable, executable venture, to build the business architecture that allows the project to scale without losing its soul. He represents the rigor of financial structuring together with the clarity that this moment requires something more than business as usual.
An extended team now taking shape brings decades of experience across immersive media, film, technology, branding, and cultural storytelling. The caliber of collaborators reflects both the seriousness of the work and the moment it is entering.
THE INVITATION
The EVERYONE manifesto ends with two lines:
I want to believe.
Count me in.
Those lines are not aspirational. They are diagnostic. They describe what happens when people encounter an experience that restores belief in possibility, and makes collective action feel rational again. That response is already happening.
EVERYONE is moving from idea to execution, from concept to property, from signal to system.
The work is taking shape.
The audience is forming. The platform is emerging.
The team is assembling around a shared standard of rigor, taste, and long-term ambition.
This is a cultural property being built with intention, structure, and scale in mind.
Those who recognize what this is, and why it matters now recognize that this is already moving, and that their role is whether they join it early or later.
EVERYONE is a team. You're already on it.
We're just making it official.
zak@everyone.team | +1(510)292-9222