Interactive Experiences

FOR BRANDS & ORGANIZATIONS

Turn messages into experiences people can participate in and remember.

We bring game design, creative direction and real-time production to brands, events and physical spaces — creating experiences people don't just watch, but take part in.

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MESSAGE → PARTICIPATION → MEMORY

WHAT WE CREATE

Three ways to turn an idea into something people can experience.

01 — PLAYABLE EVENT EXPERIENCES

Make people stop. Understand. Take part.

For fairs, launches, sponsorships and activations where the audience shouldn't just pass by.

We design playable experiences around the reality of live events — fast onboarding, clear interaction, short sessions and an experience that works for both the person playing and the people watching.

Built for

Fairs · Brand Activations · Sponsorships · Launches · Roadshows · Fan Experiences

02 — BRANDED GAMES & INTERACTIVE WORLDS

Not a game with your logo. A game built from your brand.

We turn products, stories, characters and identities into experiences people can play, explore and remember.

The brand shouldn't sit on top of the game as decoration. It should help shape the world, the interaction or the reason people want to play in the first place.

Built for

Campaigns · Product Launches · Brand Worlds · Characters & IP · Heritage · Communities

03 — INTERACTIVE SPACES & SHOWROOMS

Make the space part of the experience.

We design interactive layers for showrooms, exhibitions and visitor experiences — turning passive displays into journeys people can explore, use and understand.

Breaking Studio leads the experience design, interaction and real-time layer, working with specialist partners when hardware, AV or physical integration is required.

Built for

Showrooms · Flagship Spaces · Exhibitions · Visitor Centres · Experience Centres · Sales Experiences

FEATURED CASE STUDY · ISSF

Bringing shooting sport beyond the shooting range.

An international federation, a sport difficult to experience outside dedicated facilities, and one question: how could we let the public actually take part?

01 — THE CHALLENGE

Shooting sport normally depends on dedicated ranges, equipment and controlled environments. That makes the experience difficult to bring directly to events, fans and people discovering the discipline for the first time.

02 — THE IDEA

Instead of explaining the sport, let people experience it. We worked with ISSF to translate the discipline into a virtual experience that could bring participation into environments where a real shooting range simply couldn't exist.

03 — THE EXPERIENCE

A VR experience designed for public events, combining gameplay, a recognisable shooting environment and an external view that allowed other people to follow what was happening. The goal wasn't to showcase VR. It was to make the sport accessible, understandable and playable in a completely different context.

INSIDE THE EXPERIENCE

The virtual environments include the shooting field used in Paris and a lobby based on Trap Concaverde.

THE EXPERIENCE IN THE REAL WORLD

PLAYING THE EXPERIENCE

Designed for people discovering the discipline firsthand.

BUILT FOR REAL EVENTS

Designed around the reality of public activations and live environments.

FROM PARIS 2024 ONWARD

The experience debuted at ISSF House during Paris 2024 and continued across later ISSF events.

THE IMPACT

647

matches played in three days

Milan Games Week 2024

Hundreds

of participants

European Outdoor Show 2025

Beyond the first activation

The experience continued across ISSF events and was included in ISSF event guidelines.

PARIS 2024

Presented at ISSF House during Paris 2024.

MILAN GAMES WEEK 2024

647 matches in three days.

EUROPEAN OUTDOOR SHOW 2025

Hundreds of participants.

CONTINUED USE

Experience reused beyond the original activation.

The technology changed. The principle didn't: turn spectators into participants.

WHY A GAME STUDIO?

Because interaction works best when it is designed, not added later.

We approach interactive experiences the way we approach games: by thinking about what people do, what they feel and what makes the experience worth remembering.

01 — WE DESIGN BEHAVIOUR

Not just what people see — what they do.

We don't start from a message alone. We start from the action, the interaction and the moment of participation that gives the experience its meaning.

02 — WE BUILD THE EXPERIENCE AS ONE SYSTEM

Game design, visuals and technology should work together.

Interaction, art direction, animation, sound, UI and real-time production are not separate layers added one after another. They are designed together to create one coherent experience.

03 — WE CHOOSE THE TECHNOLOGY LAST

The format should serve the experience.

Web, mobile, real-time 3D, VR/MR, touch or physical interaction are tools — not the starting point. We choose the format according to the goal, the audience and the context.

Web · Mobile · Real-time 3D · VR/MR · Touch · Sensors

HOW WE THINK

A message becomes stronger when people can do something with it.

We start with what needs to be understood, felt or remembered — then design the participation that can make it meaningful.

MESSAGE

Start with what matters.

A product, a story, a place, an idea or a behaviour you want people to understand, discover or remember.

→

↓

PARTICIPATION

Turn communication into action.

Instead of asking people only to watch, we give them something meaningful to do — play, choose, explore, interact, compete or discover.

→

↓

MEMORY

Design for what remains afterwards.

The goal is not interaction for its own sake. It is to create a moment, understanding or feeling strong enough to stay with people after the experience ends.

Participation is the bridge between what you want to say and what people will remember.

HOW WE WORK

From brief to experience.

We keep the process focused: understand the problem first, prove the interaction early, then build the experience around what actually works.

01 — UNDERSTAND

Start with the problem, not the format.

We define the objective, audience, context, constraints, timeline and what the experience actually needs to achieve.

02 — DESIGN

Find the strongest way to make people participate.

We shape the experience concept, interaction, player or visitor journey and creative direction around the brief.

03 — PROVE

Test the interaction before polishing it.

When the project requires it, we prototype the core mechanic or interaction early — so the experience is proven before production becomes expensive.

04 — BUILD & DELIVER

Turn the concept into a finished experience.

Production, testing, integration and deployment are planned around the context in which the experience will actually live — whether that is an event, a digital platform or a physical space.

Every project is scoped around its real context.

A five-minute event experience, a branded world and a permanent showroom should not be designed or produced in the same way.

LET'S BUILD SOMETHING WORTH EXPERIENCING

What should people experience?

Bring us the objective, the audience and the context. We'll help find the strongest interactive way to bring it to life.

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For brands, agencies and organizations looking for custom interactive experiences.