DIVE
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
When building the underlying system of this immersive experience we took great care in structuring it in a way both NV Congé's internal team as our team could easily expand on the existing effects or add new effects and experiences altogether.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
As the client wanted to use this experience in different interactive scenarios, we made sure everything was modular. That way the immersive experience could be designed and crafted in advance, but adjusted when the moment called for it. For this we used MIDI, which allowed us to pick any of the existing controllers as inputs for Unreal Engine. Just map the buttons and get VJ'ing.
We’re always excited to take on new challenges in any shape or size. Don’t hesitate to involve us in your future project.