We are a passionate and highly experienced group of friends who make 3D content creation fun, playful, and possible for all creators. We love computer graphics, games, procedural generation, demoscene, live-coding, and creating software which works at the pace of imagination.
We've used our core 3D model tech to build a new type of real-time engine, one that makes it easy to develop immersive apps and games for both XR and traditional screen-based devices.
Procedural methods are at the core of our modeling format and engine. There are many use cases, such as generative design, design exploration, and applications requiring personalization and high varity in content. We have made this practical and efficient for all creators.
Whether inside a VR-based interface, screen-based app or game, Unbound models can be easily sculpted and remixed.
Our high performance parallel algorithms intelligently cut through computational complexity to make modeling with tens of thousands of functional solids practical in real-time.
Unbound has a universal model format that can efficiently represent both organic and sharp featured geometry.
Unbound models make closed surfaces highly suitable for 3D printing. They also export to legacy mesh-based formats such as OBJ, GlTF as well as FBX.
Using PlayEngine™, you can develop immersive apps in very little time. Together with Stefan Sagmeister we put PlayEngine™ to the test, creating an exclusive Virtual Reality experience for the museum show: Sagmeister & Walsh: Beauty.
The show debuted at the MAK Vienna with a record breaking 150,000+ visitors and 22,083 sculptures created.