Metaworlds 2.0

Metaworlds 2.0

Generative Corporate Design

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Metaworlds 2.0

Transformable worlds for powerful brand communication

With Metaworlds, the time had come to change the perspective. It was time for dynamic interfaces in the area of corporate communications. Creating, shaping and merging – the viewer is immersed in ever new world constellations. Whether puristic, urban or natural – we have created the technical space to adapt entire cities to the visual language of companies. 

A genuine all-rounder in corporate design

We already amazed exhibition visitors with our immersive live applications. It is also possible to integrate the virtual worlds as website headers or save them as print products. Thus, cross-media campaigns can be created that increase the recognition of company messages.

Thanks to real-time visualization, no long rendering times are required anymore. For instance, a cover image for a magazine can be generated within seconds.

Use cases at a glance

As world shapers, we are always itching to use innovative platforms. From touch inputs to leap motion to biofeedback – the range of input media that can be used is immense. Take a look at the following areas of application:

  • Offline media: customer magazines, flyers, brochures, billboards
  • linear media: movies, website headers, social media, animations
  • interactive experiences: (Online) Gaming, Exhibitions, Virtual Reality, Augmented Reality
  • Architecture Projects
  • Modern Museums and Art Installations
  • Events with a strong commitment to innovation

Technical Background

The main purpose is to merge and dissolve volumes. Object and building types with different animations and textures were created for the models of the world surface. These can be designed and positioned in your control area.

For this purpose, we have developed a multi-level landscape generation. It is generated by a multi-layer shader. The layers include elements such as earth, water, and vegetation that can be distributed by masks. The adjustment of different height levels is made possible by the usage of displacement.

Tools 3ds Max, Cinema 4D, Unity3D

PeriodFebruary 2017 - March 2017