Client
Disney+
Category
3D EnvironmentReal-Time WebInteraction
Sector
Immersive Worlds

Disney+a cinema in the virtual world.

Immerse yourself in a world made for wonder. A cinema at full scale, a skyline visible from anywhere inside it, and everything you could watch standing around you.

Disney+ / Immersive World · 2025
Built by ILLUSORR
Scroll to enter
01 The World

A whole new world. A new spatial experience.

One continuous space rather than a set of pages. Every room has its own scale and its own light, and you move between them the way you move through a place. Learn it once and you always know where you are.

02 The Theatre

At the heart of it all, a theatre. Where the lights go down and the story begins.

You already know this place. The screen, the hush before it starts, the lounge where everyone decides together. Step inside, choose your story, and let the room do the rest.

Disney+ · Immersive WorldCover
Client Disney+
Streaming & Entertainment
Year 2025
Services 3D Environment, Real-time Build, Interaction Design, Web
Method Concept, World-build, Interaction, Optimisation
Output One explorable world · Virtual cinema · Web build
01 The Opportunity

Streaming will move into the room.

The project had to reflect the totality of the brand, and there was a first-mover opening: no streaming service had entered the metaverse. The industry is heading toward avatars roaming a cinema-like space, exploring titles with friends before settling on one to watch.

People are opting out of physical cinemas, but they are still social. The synchronised-playback services that try to serve that instinct are undone by latency, lag and access. A metacinema solves all three at once. Disney had the legacy to be first.

Watch the walkthrough
Inside the world01
02 Select Typology

Six families from one ethos.

Nature runs one algorithm and gets endless variety. We design the same way, so a client is not shown a single proposal but a family of typologies that share an ethos and differ in behaviour. Each was scored on what actually matters later: can it scale, can it adapt, can it carry the brand.

03 Initializing Sequence

No site, no climate, no context. Build one.

An architect in the physical world reads site, topography, climate, landscape. None of that exists here. So the context is manufactured from the mood board, the brief and the brand, and then evolved: cellular mutation for variety, and function and navigability acting as natural selection.

3D Map · Space01Initializing Sequence
0100200300400

The map stays intuitive because the urban fabric does the work: users locate and navigate by the grid, not by a menu.

Spacing
Growth
04 Scalability

A square deforms twice. A hexagon deforms forever.

Squares can only become parallelograms and trapeziums. A hexagon can become an unlimited number of shapes, which makes the cellular grid exponentially scalable, flexible and adaptable. Cell shape, size, position and proliferation are then decided by function and navigability.

Iteration001 · cellularIteration002 · deformed
Cellular grid growing from four to nine cells across two iterations
04 CellsGeneration 02
06 CellsGeneration 03
09 CellsGeneration 04
05 Spatial Planning

Every function gets the shape it needs.

Because the structure is malleable, no room has to compromise to fit a uniform form. Spatial coordination came out of design studies, performance analysis and costing. Ten spaces are configured: spawn point, gallery, info booth, screen, display unit, lounge, seating and three auditoriums.

06 Spawn Point

The first second of the whole world.

Spawn points are birth canals: the first thing anyone experiences, so their location and angle matter more than almost anything else. In the physical world you walk from A to B. Here you do not have to, so teleportation becomes the default and arrival becomes designed. It is also the highest-traffic surface in the world, which makes it the most valuable place to put a brand.

DesktopTransition to VRVR
Avatar · arrivalBrand integration
WASD
Arrival sequence
01Recalibrate
02Navigate
03Visualize
04Explore
05Experience
06Immerse
07 The Lounge

The metacinema, live.

This is the room, live. Move your pointer to look around it, then pick something up and go through.

Now showing · in world
Click a title to enter its realm
Realm 01
Fantasy
Realm 01 · Entered

Fantasy

A kingdom realm. Spires, mist and a score that rises as you walk in.

You are inside it, not looking at it. Drag to turn your head, scroll to move closer. The lounge stays behind you, one gesture away.

Realm 02
Adventure
Realm 02 · Entered

Adventure

Open water and open map. The lounge dissolves into a horizon.

You are inside it, not looking at it. Drag to turn your head, scroll to move closer. The lounge stays behind you, one gesture away.

Realm 03
Galaxy
Realm 03 · Entered

Galaxy

Hard light, deep black. A hangar deck instead of a floor.

You are inside it, not looking at it. Drag to turn your head, scroll to move closer. The lounge stays behind you, one gesture away.

Realm 04
Animation
Realm 04 · Entered

Animation

Hand-drawn logic in three dimensions. Colour first, physics second.

You are inside it, not looking at it. Drag to turn your head, scroll to move closer. The lounge stays behind you, one gesture away.

Realm 05
Wildlife
Realm 05 · Entered

Wildlife

A living realm, ambient and slow. Sound leads, geometry follows.

You are inside it, not looking at it. Drag to turn your head, scroll to move closer. The lounge stays behind you, one gesture away.

08 Proposed Spaces

Four rooms, four sets of rules.

Each room was drawn before it was modelled: what is fixed, what is shareable, who can lock the door, how many it holds. Switch between them.

09 Brand Integration

Brandable down to the geometry.

Branding integrates into the design of the space and into the media inside it: pictures, posters, 3D models, animations, text, links. Everything customisable, so the world reads as the brand rather than as a venue the brand rented.

10 Interactions

Twelve things you can actually do.

Avatars interact with each other through movement, gesture, audio and chat, and with the world through everything else: clicking links, selecting options, playing with objects, changing colours and textures.

11 Environment

Synthetic worlds need biology.

A metaverse environment is entirely synthetic, which makes biomimetics essential. We study genetic algorithms in nature and replicate the process, then push it with parameters. The result is psychologically settling in a place that would otherwise be overwhelming.

001 //
Procedural Creation

Environment generated, not drawn.

002 //
Data Extraction

Geometry read back as data to steer the next pass.

003 //
Texture Mapping

Surfaces assigned across the whole cellular field.

004 //
Optimisation

Cut down until it holds frame rate in a browser.

Streaming asks you what you want to watch. We wanted the world to ask you where you want to go.
ILLUSORR · Disney+ Metaworld Proposal
The metacinema at full scaleKey Visual
12 The Outcome

A catalogue with an address.

01 World, continuous, no loading between realms
3D Lit and rendered in real time, lounge and objects included
Web Runs in a browser tab, nothing to install
06 Titles standing in the lounge, each opening its own realm
13 Credits
Creative DirectionILLUSORR Labs
3D EnvironmentILLUSORR Studio
Interaction DesignILLUSORR Studio
Real-time OptimisationILLUSORR · Engineering
Web BuildILLUSORR · Engineering
Technology ConsultancyILLUSORR Labs
In collaboration withME Creative Technology AgencyIstanbul, Türkiye
ClientDisney+ · Entertainment
Year2025
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