
Creative studio — Saint-Lambert, Quebec
Immersive experiences.And the systems that keep them running.
We make places, cabins and images respond — in front of a crowd, every day. Then we build the tools that keep them running.
- Immersive Environments
- Immersive Elevators
- Previsualisation
- Virtual Reality
- Applications
- Websites
- Management Systems
- Artificial Intelligence
A picture is no longer enough. It has to answer back.
And what answers back has to hold, every single day.
The show on one side, the operation on the other. We do both — which is exactly what makes an experience outlive its opening week.

The studio
Drawn one evening.Walked through by thousands.

Designed, built, installed
The same team from the first sketch to opening day. Nothing gets lost between the brief and the shop.
The content renews itself
The season changes, the queue starts again. Nothing on the installed hardware is touched.
Built to be operated
Every installation ships with what it takes to run it daily, not just to open it.
Eight products
Eight ways to fill a space, a screen or a pocket — and to keep them alive.

Previsualisation
That tower doesn't exist. That beach does.
After opening day
An opening is a spike. A year is a curve.
Attendance doesn't hold on its own: it drops the moment the novelty wears off. What brings it back isn't the installed hardware — it's what you put in it, and when.
Four dates in the year, four reasons to come back — and nothing to touch on the installed hardware. Summer and the holidays climb back above the opening level.

The environments
The moment the placeanswers back.
Why
Because a place that notices you're there is a place you remember.
One more screen changes nothing about a day. A place that answers back does. Everything we're trying to cause fits in that moment: the one where someone stops watching and starts taking part — and talks about it that same evening.
The rest of the craft exists so that moment holds. The dashboards, the content rotations, the operating tools: none of it is visible from the queue, and it is exactly what keeps an installation alive three years after the ribbon was cut.
It's a showman's job and a caretaker's job. We have never managed to pick one.
In-house project · In development · 2027
We also build worlds nobody asked us for.
Cannibal Bunnies is a 2.5D platformer built in-house: eleven worlds, ten bosses, and a father who left to find his daughter. The idea has followed us since 2010, when the first version shipped on iPad and Apple featured it.

And he had to be drawn before he could run


Every pose is settled in pencil before it exists in the engine. The outfits, the builds, the faces and the wear are on the project page.
- Eleven worlds
- Ten bosses, and a map that folds back on itself
- Unreal Engine
- Playable build shown on request
- Since 2010
- First iPad version, featured by Apple
The studio
A small team, for projects that have to hold in front of a crowd.
A short structure, one person to talk to, deadlines that are met. You follow the making as it happens instead of discovering the result on delivery day.
- Behind us
- Fifteen-plus years of images, brands and websites
- Today
- Immersive experiences and interactive systems
- Where
- Saint-Lambert, Quebec

Start here
Tell us what you want people to feel.
A place, an intent, a date. We come back with what can live in it.
hello@creativedrops.ca











