Creative technology studio
Reality is just a starting point.
Virtual production, real-time worlds, XR and AI. Built with the discipline of live broadcast.
What we build
Four crafts. One real-time pipeline.
The most interesting projects sit between these four. We work across all of them, so you don't have to glue three vendors together.
LED volumes, camera tracking, Unreal scenes and real-time compositing. We design the pipeline and make sure it holds up on the shoot day, not only in the demo.
- Unreal environments
- Tracking & genlock
- Previs
- On-set tech lead
Real-time worlds, interactive installations and playable prototypes. From a vertical slice to a browser experience that runs on any phone.
- Vertical slices
- 3D worlds & assets
- WebGL experiences
- Installations
Headset, mobile and location-based experiences you can step into. Mixed reality for training, events and storytelling.
- Quest & Vision Pro
- Mixed reality
- Volumetric capture
- Event activations
Generative video, AI previz and tools that fit into real media workflows. Your data stays under your control, and you know what it costs to run.
- AI moviemaking
- Previz & animatics
- Archive search
- Custom pipelines
Lab
Fresh from the lab.
Games, prototypes and experiments we're building right now. The ones marked playable are live: go try them.
The first step
Reality Check
A two-week, fixed-price proof of concept. You end up with something that runs, and a clear answer on whether to go further.
Scope it
Half-day workshop. The idea, the constraints, and what success looks like on paper.
Make it real
A working prototype in the real engine, on real hardware wherever possible.
Decide
You see it run. Go, pivot or stop, with a costed next step including the recurring costs.
Who's behind it
Built by people who have done live.
Gonzoverse is a project of Gregg and Tom. Both have extensive backgrounds in broadcast, media and ICT technology.
Telling great stories in the best possible and most effective way, using every kind of technology from film and studios to VR/XR, is exactly what makes us tick.
That shapes how we work. We prototype early, test on real hardware, and tell you what it costs to run after the launch.
- Prototype before we pitch
- Broadcast-grade reliability
- Clear costs, including the recurring ones
Let's talk
What's your starting point?
Tell us what you want to build. A rough idea is fine. We'll come back with questions, not a sales deck.
info@gonzoverse.be
