A person standing in a dark room, VR headset on, hands raised; colored light spills from the headset onto their face.

Virtual reality

It's not a screen.It's a place.

We've been building immersive worlds for ten years — sets, installations, games. Virtual reality is our worlds without the walls: you're no longer in front of the experience. You're inside it.

The headset is just a door. The product is the world behind it. 

A video is watched. A world is inhabited. 

The brain doesn't distinguish between a place it visited and a place well built: it remembers them the same way. That's the one thing virtual reality does that no other medium can copy — and it's a studio craft, not a tech demo. Ours for ten years: worlds that hold up in front of real audiences, every day.

Where we come from

We were building worlds before we had headsets.

Immersive sets, interactive installations, previsualisation, our own game in development: real-time worlds have been this studio's craft for ten years. Virtual reality isn't a pivot — it's the same craft, without the walls.

Behind the scenes at a creative studio: an artist adjusts a physical set model while a large screen, seen at an angle and out of focus, glows with the colors of a world under construction.
  1. 01

    Real-time is our first language

    Our previsualisations, our installations and our own game live in the same engine, every week. A world that answers every gesture without ever hesitating is our daily work — not a skill bought for the occasion.

  2. 02

    Live audiences are our proving ground

    An installation that disappoints in front of two hundred people doesn't get a second chance. Ten years of shipping to real crowds taught us what holds up — and what collapses by minute three.

  3. 03

    A world is not a tech demo

    What makes a place memorable is its light, its sound, its story — not its specs. We are a creative studio before we are a technology vendor, and it shows inside the headset within the first minute.

  4. 04

    We wear the headset every week

    Prototypes, set reviews, comfort tests: VR works inside our own shop, on our own productions. We sell what we practice — and nothing else.

Close-up of a person in a headset in the dark, lips parted, one hand reaching forward into a halo of golden light.

Presence

The brain stops saying "I'm watching".It says "I'm here".

The experiences

Six ways to open a world. Yours.

From the game that ships to stores to the training that saves fingers: every experience is built around the precise moment when your visitor, your employee or your client has to say "wow".

01

VR games and experiences

Original worlds, from prototype to storefront.

A full game for the VR platforms, an arcade experience for your venue, a twenty-minute adventure for an entertainment destination: we design the world, the rules and the adrenaline curve — and deliver them ready to operate, with the sturdiness of a product that runs eight hours a day.

A modern, beautifully designed VR arcade: four players in headsets inside zones marked by glowing floor lines, smiling spectators standing back.

02

Training and simulation

Mistakes happen in the headset, not on the shop floor.

Dangerous procedures, expensive machines, gestures that forgive nothing: your teams rehearse them in virtual reality until they become reflexes — without stopping production, without risking anyone. The trainer sees every gesture, every hesitation, every improvement, measured session after session.

A clean industrial training room: an employee in a headset performs a precise gesture while a trainer watches nearby, tablet in hand seen at an angle.

03

Walking through the project

The building, the set, the plant — before they exist.

Your drawings become a place you visit at full scale: the client walks through their future lobby, sits in the hall, notices the door that's too narrow — six months before the first hammer swing. Decisions get made standing inside the project, not around a table interpreting plans. The natural extension of our previsualisation service.

On a real construction site in its early stages, a client in a headset steps forward carefully, guided by a professional; the bare structure surrounds them.

04

Applications and showrooms

Your product, demonstrated at full scale. Anywhere.

The machine too big for the trade show, the kitchen configured door by door, the vehicle spun around on itself: a virtual showroom fits in a briefcase and deploys in five minutes, in your offices or at the client's. What the spec sheet never managed to sell, presence sells.

In a bright meeting room, a client in a headset reaches out as if grasping an invisible object; a sales rep smiles beside an open briefcase.

05

Event VR

The lineup in front of your booth.

At a trade show where everyone hands out brochures, the booth where people live something wins. A three-minute experience designed for your brand, operated by us from setup to teardown: visitors leave with a physical memory of your company — and they've told three people before even leaving the aisle.

A trade show booth with luminous design: a visitor in a headset laughs, hand on chest, while a line of curious visitors waits their turn.

06

Deployment and fleet

Choosing the headsets, holding up in production, staying.

An experience that crashes in front of a client is worse than no experience at all. We choose the hardware for your use, prepare every headset to boot straight into the right experience at the right time, and we stay: updates, replacements, new content. Your team presses one button — everything else is our problem.

A tidy wall charging station where six identical unbranded headsets wait, discreet status lights on, in an impeccable equipment room.

Your idea isn't on the list?

These six doors are our most frequent ways in, not the limits of the craft. Mixed reality, multi-user experiences, worlds shared between a headset and a giant screen: the possibilities shift with every hardware generation, and our job is precisely knowing what serves your project — and what's still just a trade-show demo. Come talk it over with a headset on.

The worlds

Places, not menus.

Six original studio worlds, seen from the inside. No interface, no counters, no headset: when you're there, there is only the place — and that's exactly the point.

A worker in a safety vest, VR headset on, performing a precise technical gesture in a clean training room.

Without risk

Mistakes happen in the headset.Never on the shop floor.

The principles

Four rules. No exceptions.

They come from ten years of installations in front of live audiences, and every headset generation confirms them.

  1. 01

    Comfort before spectacle

    An experience that makes people dizzy is a dead experience — and a dizzy person never puts a headset back on. Every movement, every camera motion is designed for the body first. The spectacle comes after, and it's all the bigger for it.

  2. 02

    Three minutes to convince

    Nobody reads a manual with a headset on. The first fitting decides everything: the experience must be understood through gesture, without instructions, within the first minute. If an operator has to explain, we've failed.

  3. 03

    Built to be replayed

    Launch day is the easy day. An experience worth its budget gives reasons to come back: content that renews itself, progression, surprises on the tenth visit. That's the difference between an investment and a kick-off gadget.

  4. 04

    Measurable, or we don't do it

    Every experience carries a number: visitors who stay, gestures mastered, sales closed, mistakes avoided. If there's nothing to measure, we'll tell you a video will do — and you'll save a lot.

Nobody leaves dizzy.

We test every experience on real people — not on the team that built it and can't feel anything anymore. All ages, all sizes, including people who have never worn a headset. Whatever makes someone dizzy gets cut, no matter how spectacular it was. It's the most expensive rule in the house, and the one that makes your visitors ask for the headset again instead of politely handing it back.

The proof

The moment it clicks.

You can't show virtual reality on a website — that's structural, and it's even the argument. But you can show what it does to people. These moments happen at every demo, without exception.

An architect in a headset walking slowly through a large empty room, one hand raised as if touching a wall that doesn't exist yet.

Before building

Walk through the projectbefore the first hammer swing.

The method

We define the moment, we prototype, we build, we stay.

The same method as our installations: built around one precise moment, prototyped early, tested with a headset on — never on screenshots.

A working session at the studio: two creators watch a colleague in a headset testing a prototype, notebooks open, a reference wall in the background.
  1. 01

    We define the moment

    Every successful experience hangs on one precise moment: the held-back step, the laugh, the silence. We define it together before anything else — which emotion, in whom, to produce which business result. Everything built afterward serves that moment.

  2. 02

    We prototype in weeks

    A playable slice of the world, headset on your head, within weeks — not a hundred-page document. That's what decides what comes next: we validate the moment with real reactions, not mockups.

  3. 03

    We build the world

    The light, the sound, the interactions, the sturdiness of a product that runs eight hours a day. Under the hood, Unreal Engine — the same engine as our previsualisations and our own game — but that's our problem, not yours.

  4. 04

    We deploy and we stay

    Headsets prepared, your team trained, and us on call: updates, new content, replacements. A VR experience is a living product — ours lives as long as you need it.

Who it's for

For those with a moment to bring to life.

The signal is always the same: something important that isn't getting through — a gesture to teach, a project to make understood, a product too big for the room, a brand you want people to feel.

Manufacturers and industrial training
Museums, attractions and entertainment
Real estate, architecture and construction
Brands, agencies and events
Health, safety and education
VR venues and arcades
Producers and broadcasters
Sales teams with a product impossible to transport
An executive standing in her company's modern lobby, smiling, a VR headset resting on the table in front of her.

It's not for everyone

If your need is solved with a video, a website or a mobile app, we'll tell you at the first meeting — it costs less and travels better. Virtual reality is justified when presence changes the outcome: when you have to be in the place, make the gesture, feel the scale. That's where it becomes our craft.

In a warm studio, one person hands a VR headset to another, who smiles as they take it.

At our studio

Come over.We'll hand you the headset.

Your world

VR can't be told. It has to be tried.

Thirty minutes at the studio, a headset on your head, and you'll know exactly what presence can do for your project — including if the honest answer is "nothing". We're expecting you.

Creative Drops — immersive experiences, virtual reality and interactive worlds. Montreal, Quebec.