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YOUNIVERSOUL MUSIC ENT. / Original project

The House
Rules.

Everyone thinks they're in charge.
Nobody has read the lease.

Sitcom / Comedy · Episodic entertainment · In development
One house. Too many personalities.

Every house
has rules.

The problem is nobody in this house follows the same ones.

THE HOUSE RULES is a modern sitcom about a group of wildly different people attempting to survive adulthood under one roof—while each of them is completely convinced that, somehow, they're the one in charge.

They split the rent.

They share the kitchen.

They borrow each other's clothes, eat food they didn't buy, invite people over without asking, hold unsolicited house meetings, start businesses from the living room, fall in love with people they probably shouldn't, and somehow turn the smallest disagreement into a full-scale household crisis.

Nobody really knows who makes the rules.

Everybody knows when somebody else breaks them.

Welcome home.

The House Rules key art — a suburban house at night under the show title.
The House Rules / Original project
The house

The house is
part of the cast.

It's the headquarters, studio, office, dating arena, therapy room, afterparty, battleground, and occasional place where somebody remembers they're supposed to sleep.

Living there could be:

The Aspiring Entrepreneur

Every week comes with a new business idea. Every conversation somehow becomes a pitch. The living room has been turned into company headquarters at least three times.

The Struggling Artist

Talented. Ambitious. Broke. Completely certain the breakthrough is coming—eventually.

The Roommate Who Never Pays Rent on Time

There's always an explanation. It's always convincing. The rent is still late.

The Overly Responsible Roommate

Pays bills early. Makes cleaning schedules. Knows when the lease expires. Slowly discovering that being the responsible person in an irresponsible house may actually be its own form of insanity.

The Friend Who Basically Lives There

Has a toothbrush in the bathroom, food in the refrigerator and a favorite spot on the couch.

Is not on the lease.

Nobody remembers exactly when they moved in.

The Mysterious Roommate

Lives there.

Probably.

Nobody knows what they do for work, where they disappear to, or why they occasionally enter the house carrying something that raises significantly more questions than answers.

Ordinary adulthood. Extraordinary chaos.

Adulthood,
with witnesses.

At its core, THE HOUSE RULES is about what happens when people are trying to become somebody while living directly beside other people attempting to do the exact same thing.

Careers aren't figured out. Money isn't unlimited. Relationships get complicated. Dreams collide with rent.

Friendships become family—and family knows exactly which button to push when you're already having a terrible day.

How an ordinary day goes sideways
  • One episode might begin with a missing utility payment and somehow end with the entire house pretending to be employees of a company that doesn't technically exist.
  • Another might revolve around somebody secretly dating another roommate's ex.
  • A simple house party can become a neighborhood incident.
  • A roommate meeting can turn into an election.
  • A side hustle can take over the entire apartment.
  • A missing container of leftovers can expose three weeks of lies.

In THE HOUSE RULES, ordinary adulthood becomes extraordinary chaos because nobody gets to experience their problems privately.

There are always roommates watching.

And they always have opinions.

Modern sitcom × Roommate comedy × Culture

Building lives.
Sharing walls.

THE HOUSE RULES takes the familiar engine of the ensemble sitcom and places it inside a contemporary cultural world.

The comedy can live in the things this generation actually navigates: side hustles, creative careers, dating, social media, money problems, fashion, music, entrepreneurship, friendships, situationships, ambition, burnout and the increasingly questionable economics of simply having somewhere to live.

But underneath the jokes is something recognizable.

These are people trying to build lives before they completely understand who they're becoming.

Sometimes they support each other.

Sometimes they sabotage each other.

Usually they do both in the same episode.

That's the house.

Creators Assignments Program

Build the
house.

THE HOUSE RULES isn't only a story to watch. It's a world creators can help shape.

Through collaboration with YOUNIVERSOUL and its Creators Assignments Program, development can open creative assignments across the universe of the show.

Explore the potential creative disciplines:

Explore the program
Character Creation

Who actually lives in this house?

Develop personalities, histories, ambitions, flaws, relationships, habits, contradictions, signature looks and the strange little behaviors that make sitcom characters unforgettable.

The objective isn't simply creating archetypes.

It's turning them into people.

Apartment Design

Build the physical world of THE HOUSE RULES.

Bedrooms should reveal personalities before characters say a word. Shared spaces should carry evidence of everybody who lives there. The refrigerator, hallway, bathroom, kitchen and living room can become recurring pieces of the comedy.

The audience should eventually know this house like they've lived there themselves.

Episode Concepts

Create situations capable of turning everyday adulthood into comedy.

Rent.

Dating.

Jobs.

Parties.

Family visits.

Neighbors.

Bad investments.

Broken appliances.

Side hustles.

Birthdays.

Roommate politics.

The best episode ideas begin with something believable—and then allow these characters to make it significantly worse.

Theme Song

What does THE HOUSE RULES sound like?

Music creators can explore the sonic identity of the series through an original theme capable of introducing the personalities, energy and culture of the house before the episode even begins.

Opening Title Sequence

Give the audience their ritual entrance into the world.

The opening sequence can combine character, music, graphic identity, humor and the personality of the house into something recognizable enough to become part of the show's identity.

Promotional Posters

Treat the house and its residents like cultural personalities.

Character posters. Ensemble campaigns. Episode artwork. Fake advertisements from businesses created by characters. House notices. Flyers. Bills. Lease documents. Objects from inside the story.

Promotion can become another extension of the universe.

Fashion + Character Styling

Nobody in the house should look interchangeable.

Wardrobe becomes characterization.

From the entrepreneur trying a little too hard to look successful to the artist whose wardrobe might be more developed than their bank account, fashion can communicate personality, income, ambition, taste and culture before dialogue does.

One entertainment property

A sitcom built like
a creative world.

YOUNIVERSOUL MUSIC ENT. can develop the project across storytelling, music, entertainment, visual culture, fashion, and creative collaboration—with defined assignments giving creators pathways to shape pieces of that world.

  • Writers imagine situations.
  • Artists establish visual language.
  • Designers build environments.
  • Musicians create sound.
  • Stylists define characters.
  • Filmmakers translate everything into motion.

Different disciplines meet inside one entertainment property. And all of it starts with a house full of people who probably shouldn't be living together.

The House Rules

Welcome home.