Lab · Research and development

What we own,
and what we're building.

The studio builds its own engines and its own worlds. This is the inventory, what runs in production today, what is in development, and what is still research.

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01 / 07  ·  Lab
Why the Lab exists

Most studios rent their capability. We build ours, which is why a campaign's worth of variants costs what one shoot used to, and why the IP we make stays yours.

The ILLUSORR studio at Yas Creative Hub
02 / 07  ·  Lab

Five stages.
One loop.

Studio-led System-led
Studio-led 01

Lock

Reference, grade and material language fixed with the client before anything is built.

Out Locked reference
System-led 02

Build

Product, garment or environment built once, at campaign resolution.

Procedural systems Out Master build
System-led 03

Generate

Variants at volume from a locked system, never free prompting.

CLONE Engine Out Variant set
Studio-led 04

Direct

Every frame held to brand standard by hand. The model does not decide.

Out Approved frames
Studio-led 05

Deliver

Cut per ratio, channel and market in a single pass.

Out Channel cuts
Asset library
What is built once is reused, so the next project starts further along the line. How the work is made
03 / 07  ·  Lab
Engines and tools
AI production pipelinesIn production

Generative pipelines assembled and directed in house, tuned per sector rather than one general-purpose model doing everything badly.

Procedural character systemIn production

Builds procedural characters and exports them across formats, so one character drops into a game engine, a render pipeline or a garment workflow without being rebuilt for each.

Procedural art, environments and spacesIn production

Art, environments and spaces generated from rules rather than modelled by hand, which is how a world gets built at a scale hand-modelling cannot reach.

CLONE EngineIn development

Build once, generate endlessly. A single master build becomes a campaign's worth of variants across ratios, channels and markets, without a reshoot.

Asset libraryIn development

A growing library of production-ready assets, built once and reused across projects rather than remade from scratch each time.

04 / 07  ·  Lab
Owned worlds and IP
PYLON, the studio's own procedural world
In production

PYLON

The studio's own launch world, produced and live in Sansar. An owned immersive environment held as ILLUSORR IP.

Metagenus, one thousand original 3D characters
In production

Metagenus

One thousand original 3D characters, built to license and own. A complete cast ready for a brand, a game, or a world.

ILLUSORR Spaces, a destination inside the platform
In production

ILLUSORR Spaces

The studio's own multi-user platform, shipped in 2021 and running as a live build. The persistent layer the owned worlds connect into.

05 / 07  ·  Lab
Research and field notes
The noise fieldResearch

The living system behind the brand identity. Space colonisation, diffusion, procedural growth.

Computational artResearch

Generative art pursued as its own body of work, separate from client production.

Field notesOngoing

A slow feed of studies, experiments and thinking from the studio.

Live study · open ↗
06 / 07  ·  Lab
Work with the Lab

Licence it, or build with us.

The engines are available on commissioned work, and the owned IP is available to license. Research partnerships welcome.

07 / 07  ·  Lab