Attract attention
Give people a reason to stop, participate and bring others with them—even in a crowded event environment.
INTERACTIVE EXPERIENCES FOR BRANDS
We design and develop VR, AR, mobile and real-time 3D experiences that turn campaigns, products and places into something people can explore, play and remember.
EXPERIENCES WITH A JOB TO DO
We do not begin by deciding that a project has to be VR, AR or an app. We begin with what it needs to achieve: attract visitors, explain a complex product, collect qualified leads, reveal a place that does not exist yet, or train people without putting them at risk.
Give people a reason to stop, participate and bring others with them—even in a crowded event environment.
Let customers explore scale, operation and value instead of relying only on brochures, video or static displays.
Replace passive viewing with decisions, movement, challenges, competition and direct interaction.
Separate content and branding from the core experience so it can evolve across campaigns, markets and venues.
GAME DEVELOPMENT AT THE CORE
Participation is more than a button or a headset. It needs a clear loop, responsive interaction and production engineering that holds up in front of real players. These three games show the depth behind the experiences we build for brands.

Commercial VR adventure
A full-cycle VR production built around a four-kilometre procedural world and four-player co-op.

Competitive mobile VR FPS
A Meta-commissioned voxel arena shooter engineered for responsive combat at 90 FPS on mobile VR.

Original PC multiplayer IP
A large-scale Unity FPS where players dig, destroy and build across a shifting voxel battlefield.
THE RIGHT MEDIUM FOR THE MOMENT
The strongest experience is the one that fits the audience, environment and objective—not the one with the most technology.
Branded worlds, games and challenges designed for fast onboarding, controlled session lengths and real event hardware.
Explore the capabilityPresent machinery, vehicles, buildings or processes without transporting the physical product to every audience.
Explore the capabilityTurn packaging, print and places into interactive surfaces through mobile devices or XR headsets.
Explore the capabilityEvent companions, loyalty mechanics, interactive maps and branded experiences that continue after the venue closes.
Explore the capabilityUse scoring, progression, rewards and competition to make participation clear, repeatable and measurable.
Explore the capabilityCreate controlled, repeatable practice scenarios with feedback, scoring and measurable performance.
Explore the capabilityBUILT FOR THE REAL WORLD
Real users may never have worn a headset. Venue connectivity may be unreliable. Queues form. Devices change hands. We design around those realities from the beginning.
SELECTED PREVIOUS WORK
Selected earlier work delivered by members of today’s Sourcegarden Studio team during their previous roles at VR Storm Studio.

Multi-Cikoria Ltd.
A branded VR game attracted younger visitors while accompanying adults could taste, discover and buy the product during the four-day 2019 OMÉK exhibition.


STILL
A portable virtual showroom combined a detailed forklift with a timed loading challenge—without requiring a full-size machine on the exhibition floor.

Lidl
A cable-free Quest 2 experience put visitors behind a virtual checkout, where speed, special barcode tasks and a leaderboard created an event-ready recruitment game.


Safety1
A Quest 2 training application recreated workplace fire scenarios and asked learners to choose and use the appropriate extinguishing method for each situation.

Szeged 300
A gamified VR presentation let citizens explore a swimming facility still under construction through a progressively harder water-polo challenge.
FROM BRIEF TO LIVE EXPERIENCE
Audience, campaign goal, environment and measurable outcome.
Core interaction, user journey and the right format.
Tracking, hardware, performance and user understanding on target devices.
Application, visual content, backend, analytics and integrations.
Validation under conditions that resemble the real venue.
Analyse, update and adapt the asset for the next campaign.
COMMON QUESTIONS
Yes. A campaign or business objective is enough to begin. We can define the audience, environment and desired result before proposing an interaction or technology.
No. AR, a mobile app, a touchscreen installation or a lightweight interactive game may fit the audience better. We recommend the simplest format that can create the intended result.
Where required, the core experience can run locally and synchronise data when connectivity returns. The exact approach depends on content, authentication and analytics needs.
Yes. Branding, languages, products and game parameters can be separated from the core system so the experience can evolve across campaigns.
Yes. Sourcegarden can act as the technical and interactive production partner while the agency retains campaign strategy and creative ownership.
YOUR AUDIENCE, NEXT
Bring us a campaign, product, place or problem. We will help turn it into an experience that can be understood, deployed and remembered.