Interactive website
A site that behaves like an exhibition: a real-time scene, motion, sound and a story instead of a page of blocks. Our own site is the example.
You are already looking at the example. Everything on this site — the point cloud assembling into objects, the sound reacting to scroll, the flight you can play from the first screen — was built by the same people and the same engine as our museum halls. The projector is simply replaced by a browser.
That is the argument. A studio promising interactivity is easy to check: look at its own site. If it is assembled from template blocks, the promise is empty.
When a site needs a scene rather than a page
- The product is complex and needs volume. An object you can turn, take apart and reassemble in the browser explains itself in a minute, where text and photographs cannot.
- A territory, a site, a scale model. A development, a plant, a resort: people need to grasp where things are, not read a description.
- The brand needs people to stay. An ordinary site gets eight seconds. A scene you can turn, launch and play holds minutes.
Branded games
A separate genre that grew out of this site. The flight engine from the first screen became a full game with levels, fuel and upgrades — it lives at play.playdisplay.com and was built entirely in-house.
- Not gamification with points and badges. A real game people play by choice.
- Timelines differ from a website: simple mechanics take weeks, a game with levels takes months. We say so before the quote, not after.
- A game outlives the campaign if it has a leaderboard and a reason to come back.
How the work runs
The same way as a hall: first decide what a person should do and feel, then choose the technology. A scene can be WebGL, video with interactive points, or honest real-time 3D — the budgets differ by multiples, and that choice should be deliberate rather than driven by the word “3D” in a brief.
Atlas: the principles we design by →
How many people saw it
- 200,000+ downloads of the AR Moscow City app
Panorama 360
Projects where we have done this
- Panorama 360 — Mobile guide in augmented reality
- BMW X5 — Car configurator
- COALCO Dry Port — Interactive installation and 3D film
Frequently asked questions
Will it work on a phone?
Yes, and that is designed in from the start rather than checked at the end. The scene is built at several weights: a strong phone gets the full version, a weak one a reduced version, and a device without WebGL sees a static version with the same structure. We test on real devices.
Do you build the whole site or only the interactive part?
Usually the whole thing — cheaper and faster, because the scene and the markup do not fight each other. But if you already have a web contractor we can deliver only the scene as a documented module. We have worked that way too.
Is the site team the same as the exhibition team?
The same, and that is the main advantage. The engine that drives a scene in the browser drives it on a screen in a hall. A web project and a spatial project can share one script and one content pipeline instead of being ordered in two places and stitched together later.
