Story Spine
The Story Spine — one emotional chain of events that powers the entire film.
A Rocket Rob Story
"Can an ordinary dad still be a hero?"
A well-meaning Canadian dad discovers that the superhero his eight-year-old son imagined him to be might be more real than either of them expected — because a child’s belief isn’t just a reaction to who you are. It’s the thing that makes you who you become.
Every character represents a different belief about what it means to be a hero. When they clash, the story becomes emotional and compelling.
A Canadian dad with no superpowers. In Max's imagination, he's Rocket Rob — the greatest hero ever. In reality, he's a guy at Titan Sports Tech trying to make it home for bedtime. When Max stops believing mid-film, Rob must find his own courage — not from powers, but from the choice to be present. Capable, optimistic, a little goofy, and always slightly tired. He solves every problem with dad logic.
In Max's imagination, a retired superhero. In reality, a woman who was extraordinary in her own right and chose family over that life — carrying the weight of that choice, and the invisible load of everything Rob doesn't see, alone for years. Her mid-film reveal recontextualizes everything. In Act 3, she doesn't suit up because the family needs her — she chooses to stop hiding who she is. On her terms. B-theme: "Being strong doesn't mean doing it alone."
The emotional core of the film. Hockey-obsessed, wildly imaginative, and completely certain his dad is the greatest hero ever. Max narrates Rob's life like a superhero movie — until mid-film, when he outgrows the fantasy. The narration goes silent. When it returns at the end, it's no longer pretend. It's a choice — to believe in both parents.
Silver-streaked hair, stylish glasses, clock motifs on every surface. Rob's former colleague at Titan Sports Tech — both worked on arena energy systems. Victor scaled the technology to control an entire city grid. For kids: the cool villain with lightning and a machine. For parents: the colleague who got the promotion and it cost him everything he didn't notice he had. In Act 2, Watt meets Rob privately — not villainy, but a seat at the table: VP of Grid Architecture. Rob hesitates. He wants it. He doesn't say no. That temptation makes "You could have been great" devastating for adults. In his final moment, he reaches for the pocket. "I had one of those once." He dissolves — particles of light, a creased photo. He lost his family to ambition that felt reasonable at every step.
An orange tabby who adopted Rob long before Rob noticed. Wears a repurposed Titan tech harness and a self-applied RR badge that's slightly crooked. Completely literal, utterly loyal, and always underfoot at the worst possible moment. Even the cat slowly learns the theme.
The Story Spine — one emotional chain of events that powers the entire film.
Sixteen signature scenes that define the emotional architecture of the film. Each works on two levels — adventure for kids, real feeling for parents.
Rocket Rob battles Hydro Rex — a towering plumbing-contraption villain built from pipes, faucets, and valves — water blasting everywhere. The battle plays long — 15–20 seconds past where a conventional film would cut — letting the audience fully commit to the fantasy. Then an abrupt smash cut: SILENCE. Rob is under the kitchen sink. The "Ultimate Flood" was a leaky faucet. Max's imagination did the rest.
"Did the city survive?" — Claire
"Barely." — Rob
Every morning, the driveway becomes a launchpad. The family car transforms into a red-and-gold rocket — nose cone, rocket fins, golden thrusters. The street becomes a runway with countdown numbers on garages and picket fences as launch rails. The school is Mission HQ. The camera commits to the spectacle with the exact same visual fidelity as reality. The audience genuinely can't tell. That's the engine: this is what belief looks like at full power, and the film never tells you it's imagination.
"Rocket Rob returns from a secret mission. The sidekick waits in the transport pod." — Max
Morning kitchen. Through the window, Max plays street hockey with a neighbor kid — texture. Inside, the quiet after he leaves. Rob pours coffee. Claire signs the permission slip. At the door, her eyes drift to the locked hallway closet before she goes. Maple sits on Rob's keys. After Rob leaves, Claire closes her eyes for one second at the counter — the exhale of a person absorbing weight she didn’t ask for. The marriage in two minutes: warm, real, slightly frayed.
"I might be late tonight." — Rob
"I'll handle bedtime." — Claire
"You always do."
The Up-style montage. No dialogue. Piano and guitar. Tiny Max in a dish-towel cape. First time on skates. Drawings on the fridge. And one silent shot: Claire slipping Max's drawing behind Rob's belt buckle. The audience thinks she's tidying up.
"Every hero needs a sidekick." — Max's drawing
Late night. A book she isn't reading. Claire doesn't ask where Rob was. The distance between them is small but specific. Maple walks across the couch back. Nobody sees the harness blink.
"He wanted to tell you himself."
"I'll talk to him in the morning."
"You said that Monday."
A quiet restaurant. Two drinks. Watt doesn’t threaten Rob — he offers him a seat at the table. VP of Grid Architecture, Watt Dynamics. Better title, real resources, the chance to build at city scale. Rob picks up the business card. Turns it over. For a beat — maybe two — the audience sees genuine temptation. He doesn’t say no. He says “I’ll think about it.” For kids: the villain is recruiting the hero. For parents: a colleague offering a promotion that costs everything you didn’t notice you had.
“There’s a seat at the table, Rob. I saved it for you.” — Victor Watt
Rob comes home late. The house is dark. He walks to Max’s door. Max is asleep. Rob stands in the doorway. Doesn’t go in. His weight shifts forward — almost steps in. He doesn’t. He pulls the door mostly closed. The camera holds on the sliver of hallway light across Max’s bed — the same framing as The Silence’s opening, when Max was awake and waiting. The mirror is complete: then, Max was disappointed. Now, Max isn’t even awake to be.
No dialogue. Thirty seconds. Adults cry. Kids don’t notice.
Mid-film, Max stops narrating. No announcement. The action figures go in a drawer. The dish-towel cape stays folded on the chair — and Maple sits on it, the same impassive weight he put on Rob's car keys in Act One. Same gag. Different object. In the doorway where Max used to narrate, Maple sits in the same spot, same camera angle. The movie's magic track goes silent. Kids feel something is wrong. Parents feel grief.
"You missed the story." — Max
"I know. I'm sorry, bud. Tomorrow—"
"You said that yesterday."
Two beats. First: a wrong reflection in a dark computer screen — polished, emptier. Filed away. Then later: the confrontation. Same face, perfect suit, perfect emptiness. Rob looks at the crumbs on his tie from Max's granola bar. The imperfection is the proof.
"You're already me, Rob."
"No. I'm not."
Rob misses Max's game to save the city. Not the last game of the season — just a regular Tuesday. And he still couldn't make it. The golden seat beside Claire stays empty the entire game. Max sits on the bench watching other dads cheer. He looks at the empty seat one more time. Then, to himself — the line that breaks every parent in the theater.
"It's okay… my dad saves bigger things."
It's game day. Rob came home early for the first time in weeks. Then the power dies. Claire moves like someone who's done this before — gets Max to the Barretts', reroutes the house power with moves Rob doesn't recognize. "I was Vela before you were Rocket Rob." For kids: the mom is a superhero too. For parents: she sacrificed everything to be here, and nobody noticed. Rob sits on the stairs, rewriting every moment she was too calm, too fast, too prepared — the fixed step, the swapped snack, the friend’s mom’s name she knew and he didn’t, her eyes closing after the door every morning. Not just “I didn’t know she was Vela.” Something worse: “I built my daily life on her invisible competence and never named it.” For kids: Mom was a superhero. For adults: recognition of dependence.
"Why did you stop?"
"Because I chose something harder."
Intercut with Rob on the stairs. While he rewrites his memory, she reopens hers. The hallway closet — the same door she almost touched in the Handoff, the one she sealed eight years ago. A box marked "CLAIRE — OLD STUFF." The Vela suit in the back, scuffed and faded. She holds it against herself. The house shakes. Her jaw sets. She puts it on. It fits. The mirror on the inside of the closet door: Vela, looking back at her. Older. Tired. Still here.
The scene is entirely silent — no dialogue, no score. Kids see Mom getting her superhero suit. Parents see a woman reclaiming an identity she buried for her family without anyone noticing. Same thirty seconds. Two films.
Dark hallway. Both in suits. Masks pushed up. Real faces showing. The only scene where Rob and Claire are fully honest with each other. Claire touches his belt buckle — she planted the drawing months ago. She's checking it's still there. Then the ticking clock: the last game of the season starts at seven. The dual stakes — city and family — crystallize in one exchange.
"Game's at seven." — Claire
"Then we finish this before seven." — Rob
Claire — choosing to stop hiding who she is — coordinates the ground. Rob takes the sky. The drawing in the belt buckle doesn't give him powers. He's already made the choice. The quiet right thing. Not a superpower — a choice to be present.
"You already know why." — Rob, to Watt on the rooftop
The photo is the last real thing about him. Then Victor dissolves — particles of light drifting upward, the storm clearing, the machine powering down. Not defeated. Released. Rob chose differently, and the fear of becoming Victor simply evaporated. The audience feels melancholy, not satisfaction. He could have been Rob.
"I had one of those once." — Victor Watt, looking at Rob's drawing
The last game of the season. The one Rob promised. After the battle, after the dissolution, Rob and Claire race across town — not heroes, just parents trying to make a hockey game. They arrive during the second period. Slide into the stands. The golden seat — the one that was empty on that regular Tuesday — fills. Max glances up from the bench. Sees his dad. Then his mom beside him. His face changes — not dramatic, just a quiet certainty. He pulls his helmet down and plays the best shift of the season. After the game, Coach Hank delivers the line that resolves the entire film. The two-tap. The hug. Maple at the entrance. "You came too?" Everyone came.
"You're gonna miss some games. Just don't miss the ones that matter."
"And you're here." — Coach Hank
Kitchen. Late. Quiet. Rob and Claire stand side by side at the counter — equal, present, together. In the doorway behind them, Max peeks around the corner in pajamas and his hockey helmet, watching with a sleepy, certain smile. Maple at his feet. The fridge behind them covered in drawings. Claire crosses to him. Leans against his shoulder. The fridge drawings say it all — including a new one with two superhero parents. Max's voice returns one last time: "Every family has heroes. Ours has the best ones."
"Every family has heroes. Ours has the best ones." — Max
The complete visual development library — organized by story order. Every image follows the same Pixar-quality 3D CGI style.
Every character argues about the same idea from a different angle. Kids enjoy the action. Parents feel the emotional debate.
Emotionally grounded villains. Victor Watt drives the film. The remaining villains expand the world in the companion series.
Silver-streaked hair, stylish glasses, clock motifs on every surface. Rob’s former colleague at Titan Sports Tech — both worked on arena energy systems. Victor scaled the technology to control an entire city grid. His hand drifts to his jacket pocket every time he mentions family. In his final moment, he reaches for it deliberately. Pulls out a creased photo. “I had one of those once.” He dissolves — particles of light, the last real thing about him. In Act 2, Watt doesn’t attack — he offers Rob a promotion. VP of Grid Architecture. Better title, real resources. Rob hesitates. He wants it. He says “I’ll think about it.” That temptation makes the rooftop line devastating. He didn’t lose his family to villainy — he lost them to ambition that felt reasonable at every step. The gut punch isn’t defeat. It’s pity.
Rob if he chose work over family. Calm. Powerful. Empty. Exists in Rob’s mind during a crisis of confidence. The most internal villain in the lineup — think the Bing Bong moment from Inside Out.
A comedic villain who literally manifests from emails, notifications, and buzzing phones. Creates chaos that keeps Rob from getting home. Kids laugh. Parents feel personally attacked.
A villain made of clocks and overtime buzzers. First appears in Max's Act 1 imagination — chains of spreadsheets trapping Dad at his desk. "Dr. Overtime has captured Dad again! But Rocket Rob always escapes!" In the series, he becomes a full antagonist with time-manipulation powers, trapping Rob in endless work loops. Represents the feeling that there's never enough time. Kids laugh at the absurdity. Parents feel personally attacked.
A rival youth hockey coach obsessed with winning at all costs. No superpowers — just the "win at all costs" philosophy that corrupts youth sports. Rob must teach Max that winning isn't everything.
A multi-headed monster — each head is a school subject. Every time Rob solves a problem, two more appear. The nightly homework battle made absurd and epic.
~90 minutes. Two parallel arcs colliding at a single turning point. 23 scripted sequences. Every beat works on two levels — adventure for kids, real feeling for parents.
The film told as a 10-episode season. Episodes 1 and 10 bookend with the film's opening act and climax. Episodes 2–9 are original stories set between those events — deepening the world, introducing new villains, and exploring the family as Rob's double life escalates.
Rob is late to pick up Max from practice — again. He promises to make the next game. Meanwhile, Victor Watt announces his "revolutionary" energy tech, and Rob pushes back.
Max's lucky stick vanishes before a big game. Rocket Rob's quest through the school lost-and-found labyrinth teaches Max that confidence comes from inside.
Claire's away. Rob's in charge. The washing machine becomes a portal. Socks become sentient. Rob gains new respect for the invisible work that holds a family together.
Max's volcano won't work. The Homework Hydra attacks. Rob and Max combine dad logic with kid imagination to learn that trying together beats winning alone.
Max can't focus. Rob can't help without doing it for him. The Hydra returns — each head must be defeated differently. Rob learns to let Max struggle and grow.
Max refuses to sleep. Every delay opens a mini-adventure. The glass of water becomes a lava-floor quest. Even bedtime is a kind of heroism.
Max faces Crusher's hyper-competitive team. The "win at all costs" philosophy starts infecting Max. Coach Hank's wisdom shines as Rob teaches Max what really matters.
Rob's impossible work deadline manifests as a literal villain — emails and notifications forming a chaos monster. The only way to beat it is to choose to leave.
Max finds old home videos. The quiet episode. The Up-style montage. Time is the real villain, and the only way to fight it is to be present right now. This is the one that makes parents cry.
Season finale. Max's championship game collides with Watt's full attack on the city. Rob must answer the question the entire series has been asking: what makes a hero?
Stylized cinematic design. Every element follows strict visual rules to maintain the warm, cinematic, family-friendly tone.
Do: Stylized proportions. 7-head ratio for adults. Oversized heads. Expressive hands. Athletic but not bulky.
Don't: Realistic anatomy. Comic-book muscle. Adult superhero proportions.
Do: Large expressive eyes. Thick eyebrows. Rounded features. Clean, readable expressions at any size.
Don't: Small eyes. Sharp angular features. Gritty or realistic detail.
Do: Rounded architecture. Soft lighting. Bright accents. Clean, warm, cinematic.
Don't: Harsh angles. Dark desaturated palettes. Photorealistic textures.
Do: Optimistic even in conflict. Rich night palettes. Warm color temperature. A world kids want to live in.
Don't: Grim. Cynical. Muddy or gray-washed. Scary for young audiences.
We know the territory. Here's why this story belongs in it — and why it's different from anything already there.
I wrote the first draft of this story the night my son stopped asking me to play superheroes. He didn’t announce it. He just… moved on. And I stood in his doorway holding a dish-towel cape, realizing I’d missed the last time without knowing it was the last time.
That’s what Lavoie is. Not a superhero film — a film about the moment a parent realizes the clock was always running. Every beat in this story comes from somewhere real: the wrong snack, the empty seat, the schedule on the fridge that one person wrote and two people depend on. I built the world for kids. I built the silence for their parents. And I built the ending for both.
— Jack Autrel
Every hero needs someone who believes.
"Can an ordinary dad still be a hero?"
The cape is a dish towel. The rocket is a car. The powers are imagination.
The heroism is the choice to show up. And both parents made it.