Post-CGI is a new lane at S-1, from the team behind campaigns like Mercer Labs.
It is built for exactly where FOULPLAY is now: high-end, textural, product-grade content on a monthly rhythm, without the cost or lead time of a grand shoot.
FOULPLAY already leans into textural social. This takes the visuals and packaging up a level, and keeps it consistent month over month.











Macro texture, material and lighting passes. Product that feels tactile before it is touched.

Photoreal hero frames, render breakdowns, world-building around the product and the brand.

Vertical, art-directed pieces for feed and story. Built to move, sized for every platform.

A set number of pieces every month. Predictable cost, predictable output, no campaign-sized commitment.
The same directing and finishing crew every month. They learn the brand, so quality climbs and briefs get shorter.
24 to 72 hour turns on cuts. Revisions built in. You are never waiting on a single bottleneck.
Start at the tier that fits this stage. Move up when US traction lands. The grand campaign door stays open.
Brief lock and one asset day. We bank surface, product and motion to feed the whole month.
Two to three finished pieces. You post, we read what performs, we adjust the next batch.
Product hero frame set and any CGI build. The pieces that raise the brand ceiling.
Remaining social cuts delivered, next month scoped. Nothing goes quiet.
The US launch stays open for whenever you hit your goals and prove traction. Nothing about starting here closes that door.
The retainer is the bridge. It keeps FOULPLAY moving and visible now, on a lean budget, and builds the asset library and brand system a bigger campaign would launch from later.