The making of Alien Deathstorm, told honestly.
A 30 to 45 minute behind-the-scenes mini-documentary on Rebellion's new IP. Raising Kratos shaped. Studio-finish production. Built for an audience that already plays your games.
For Molly Moore and the Rebellion team.
A behind-the-scenes mini-documentary on the making of Alien Deathstorm. Not a trailer cut. Not a sponsored hype piece. A working film about how a brand new IP is actually built inside an independent studio.
The reason Raising Kratos worked is it didn't dodge the real material. Where the idea came from, how it survived re-scoping, what the team gave up to ship it. The proposal is to make the Rebellion version of that film, with Alien Deathstorm as the spine.
The conversation is structured around seven anchor chapters: how the original pitch was born, the lifecycle of a new IP, what it means to be Rebellion in the 2027 AAA landscape, the team behind the team, the cost (personal and financial), the final push, and the ship. Each chapter is a question track, not a fixed script, so the people in the room can follow the threads that matter most to them.
Charm Entertainment is a working videography studio with UGC and brand content for Logitech G, Uber Eats, Papa Johns, TikTok and Movember in the last 12 months. The CharmTheGamer creator vertical hit 14M views in the last year on gaming, tech and UGC, with a 70% UK audience aged 18 to 34. The film will be cut, finished and graded to the same standard.
Framing: editorial only, Charm-funded, not sponsored. Final cut shared with Rebellion in advance for factual review and any NDA-sensitive frames. The piece serves Rebellion's story, not a brand spot.
Seven anchor chapters.
Each chapter opens a thread, not a script. The team picks what they actually want to say. No surprise pivots, no gotchas, no scope creep into press-tour territory.
How the pitch was born.
Where the original Alien Deathstorm idea came from, who championed it, and how it survived the journey from concept to greenlit.
The lifecycle of a new IP.
Concept art, prototypes, vertical slice, alpha, beta. The actual months and years that turn an idea into a playable game.
The independent question.
What it means to be Rebellion in 2026 and 2027. Family-owned, Oxford-based, making AAA horror against publishers ten times the size.
The people behind the people.
Voices from across the studio. Leads, juniors, narrative, art, audio, QA. The roles the trailers never spotlight.
Personal and financial, told honestly.
What it actually costs to make a game like this. The trials, the cuts, the late nights, the wins. The bit other documentaries skip.
The final year.
The run-up to launch, captured live rather than as a retrospective. The decisions that get made when the calendar starts winning.
Launch and reception.
Launch day, the reception, the immediate aftermath. What the team thinks of the thing they made now that the world has seen it.
One thing you wish more people understood.
Optional close. Open mic per interview. Whatever the team most wishes the outside world got about making this game.
The window is the runway.
Raising Kratos worked because it was filmed live, not reconstructed after the fact. The same logic applies here. There's a window between now and a launch-adjacent release where the real material is happening on the floor.
The story is happening now.
The biggest difference between a great making-of and a forgettable one is whether the camera was in the room when the decisions were actually being made. Now is when those decisions are being made.
Bigger story to tell.
Sequels have a runway of expectations. New IP starts from a blank page. The 2027 release window means there is a complete origin story to capture, from pitch to ship, in one continuous narrative.
Day-one on Game Pass.
The Xbox partnership is part of the narrative. How a UK independent studio lands a day-one Game Pass slot for a new IP is, on its own, a chapter worth filming.
One hero film. Many doorways in.
A long-form documentary as the centrepiece, with short-form cuts engineered for the platforms where new gaming audiences actually live in 2026 and 2027.
Long-form on YouTube
A 30 to 45 minute hero documentary, multi-camera where logistics allow, broadcast-quality audio, full edit, grade and motion graphics. Evergreen, indexed, the lasting piece.
Short-form clip series
One vertical clip per chapter, cut for TikTok, Instagram Reels and YouTube Shorts. Each clip is a standalone moment that earns the click into the full doc.
Pre-launch teaser run
A coordinated teaser sequence across all platforms in the weeks before launch, cross-posted and tagged with Rebellion's channels for amplification into the Alien Deathstorm release window.
The reach behind the ask.
A combined creator footprint across owned channels and partner brand content. UK-anchored, predominantly young, weighted to the exact demographic Alien Deathstorm is built for: 18 to 34, gaming-fluent, English-speaking, with a proven appetite for long-form craft.
A studio behind the creator name.
I'm Charm. I run three connected operations under one roof: two creator profiles with a combined audience in the tens of millions, and Charm Entertainment, a professional videography studio that handles the production work for clients who care about craft.
The creator side gives me reach, audience data and the credibility of someone who actually plays the games. The studio side gives me the camera work, the audio, the colour and the edit. For a documentary like this, the two combine: a working filmmaker, embedded in the gaming audience, with the production standard to put the result somewhere it belongs.
The Alien Deathstorm doc is positioned editorially. The goal is a piece I'd be proud to show another filmmaker and Rebellion would be happy to send to Game Pass.
What the studio handles
- 01 Multi-camera documentary capture, professional lighting, broadcast-quality audio
- 02 Full edit, colour grade, sound mix and motion graphics in-house
- 03 B-roll, dev-floor coverage, hand-held verite and locked-off interview setups
- 04 Short-form vertical cuts engineered per platform, not just resized
- 05 Pre-launch teaser content and coordinated cross-posting with Rebellion's channels
- 06 Single point of contact, NDA-compliant working practice, no agency middle layer
A track record of the long conversation.
A back catalogue of long-form interviews from a prior podcast project, plus a roster of brand partners that hire Charm Entertainment for production. Same instinct, sharpened over many episodes.
Long-form interview archive
Full YouTube playlist of prior podcast episodes. Long conversations with creators, builders and operators. Useful for getting a feel for the room before agreeing to step into it.
A working sample of the brands that have trusted the studio and the creator profiles with their content.
If this is a fit.
Happy to work to whatever access shape and runway suits Rebellion. The faster route is a 20 minute call, even just to flag interest, after which I'll send a short access ask, an interview shortlist and a production schedule sketched against the launch window.