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magnopus.com
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magnopus.com
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Latin dominant · narrow vocabulary range · short-form declarative register · moderate clause complexity · narrow topic focus · moderate uncommon edge signal
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gdr-887f66d9 · v1.0.0 · Law III+V+VI
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Latin dominant · narrow vocabulary range · short-form declarative register · moderate clause complexity · narrow topic focus · moderate uncommon edge signal
Federation ID
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Response Time
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Minted At
2026-05-17T17:39:18Z
Law I — Provenance · Law II — Temporal Attestation Visit magnopus.com ↗
SEO Record extracted from https://www.magnopus.com/
Title
Magnopus
H1
WHERE PHYSICAL & DIGITAL MEET TO CREATE EXTRAORDINARY EXPERIENCES
Meta Description
Magnopus unites the physical and digital to create extraordinary experiences.
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https://www.magnopus.com
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en-GB
Word Count
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Twitter / X Tags
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FEATURED IN TIME’s BEST INVENTIONS LIST: CONNECTED SPACES BY MAGNOPUS
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GREAT THINGS START WITH GREAT PEOPLE
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THINGS WE’VE DONE
Full Extracted Text Corpus 139,971 chars · 21,795 words · 26 pages · Law I
Everything magnopus.com said about itself — extracted verbatim from 26 pages, 21,795 words total. No editorial layer. No inference. Law III — the text is the measurement. Meaning is the reader's. Minted: 2026-05-17T17:39:18Z
◈ Homepage — https://www.magnopus.com/Skip to Content Studio Product Join Us Blog Contact If you don’t know where else to go… You came to the right place. WHERE PHYSICAL & DIGITAL MEET TO CREATE EXTRAORDINARY EXPERIENCES WE BUILD ONE-OF-A-KIND EXPERIENCES FOR GLOBAL COMPANIES For over a decade, we’ve been the go-to partner for people looking to develop ambitious, world-first immersive experiences across entertainment, education, and everything in between (or beyond). Check 'em out FEATURED IN TIME’s BEST INVENTIONS LIST: CONNECTED SPACES BY MAGNOPUS Be among the first to step into a new kind of internet with Connected Spaces, an immersive cross-device geospatial platform that unites physical and digital worlds. Discover more  GREAT THINGS START WITH GREAT PEOPLE We believe that complex problems are best solved by a community of diverse, talented humans. We work hard, we play at the edge of what’s possible, and we’re proud of the team that makes it all happen. MAGNOPUS US Headquartered in downtown Los Angeles, and working remotely around the United States, our team of artists, designers, & engineers is a fusion of Hollywood, Silicon Valley, & game vets. MAGNOPUS UK Our UK studio is based in the city of St Albans, on the outskirts of London. And our team are distributed all over the UK working on groundbreaking ideas and technology that define the new ‘new.’ Join Us THINGS WE’VE DONE Over the years, we’ve been behind hundreds of projects you’ve seen, though you’d never know it was us. Here are a few classics we can share: the Daft Punk Experience for Fortnite, virtual production for Fallout, AR Experience for Disney+’ Remembering,cross-reality multiplayer experience for Expo 2020 Dubai, and Mission: ISS VR for NASA. Press kit Privacy policy Candidate privacy policy Google partnership Terms of use ◈ Interior Pages — 26 pages crawledStudio Projects | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact OVER 10 YEARS, WE’VE LEARNED NOT TO SUCK AT CREATING PREMIUM IMMERSIVE EXPERIENCES The World of Fallout Spatial Lingo "Contact" Music video for Daft Punk Fortnite: Daft Punk Experience The Wizard of Oz at Sphere Mission:ISS: VR Experience Academy Museum of Motion Pictures - Cyberpunk: A Virtual Production Experience The Office World: Meta Horizon Karol G MSB Fortnite: Music Experience in UEFN Metallica: Music Experience in UEFN Alo Moves XR: Volumetrically captured 3D fitness classes for Meta Quest 3 Fallout TV Series: VAD, Systems Design, & LED Volume Operations Meta: Cryptic Cabinet MR for Quest Headsets Capture The Music: NITEWAVE Disney Remembering: Short Film & AR Experience Westworld Season 4: Real-time Environment Buildout Dubai Expo 2020: Cross-Reality Experience The Lion King: Virtual Production Coco: VR Experience Madison Beer: Immersive Reality Concert Sebastian Yatra: Virtual Performance Holocaust Museum Los Angeles: Augmented Reality Education App Blade Runner 2049: VR Experience Nissan World of Electric Vehicles: AR Experience Bride of Frankenstein: holoride in-car VR London Fashion Week: 5G & MR Experience Elixir: Hand tracking experience for Meta Quest Jaguar I-Pace: Global Social VR Launch Weavr: Cross-reality esports platform Let's build tomorrow, today, together. If you’re a business looking for a cross-reality solution to unite the physical and digital worlds, we’d love to hear from you. Get in touch Press kit Privacy policy Candidate privacy policy Google partnership Terms of use Fortnite: Daft Punk Experience — Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact Daft Punk Experience, Fortnite Overview Brand Daft Punk Client Fortnite Technology Unreal Engine Platform Fortnite Industry Entertainment Release date September 2025 A music event like no other Think about the first time you heard Around the World . The rush of One More Time . The way Get Lucky could light up a whole night. Daft Punk’s music isn’t just songs – it’s memories, moments, and pure magic. We were tasked with capturing that magic in a new experience mode for Fortnite Festivals. No big deal… right? The Daft Punk Experience is a sonic and visual voyage through the minds of one of the most iconic and inspiring acts of the last 30 years. We brought it to life with multiple themed rooms, where players could remix music, battle robots, create a LEGO music video, and dance ‘til dawn. Building on that world, we took the opening sequence from the game and transformed it into a new music video for “Contact” – the final track from Daft Punk’s final album, Random Access Memories. It was an absolute privilege to bring this bold, one-of-a-kind project to life with Epic Games and Daft Life. We hope we did the fans proud, brought new players to the music, and had everyone humming, tapping, and singing along well after they logged off. Epic Games Senior Director, Game Development, Alex Rigopulos Lead Producer, Paul Murphy Senior Producer, Lauren Recchia Engineering Director, Greg Paull Lead Gameplay Programmer, Corey Novich QA Lead, Will Widen Director, Strategic Partnerships - LEGO, John Buzzell Magnopus Executive Creative Director, Daryl Atkins Creative Director, Josh Randall Creative Director - Concert & Intro Sequence, Addison Herr Creative Director - LEGO, Dan Taylor Art Director, Emerick Tackett Art Director - LEGO, Ian Palmer Art Director - Concept, Tom Barlow Lead Artist, Sarah Hudson-Semple Lead Artist, Tony Kwok Lead Artist - LEGO, Tunde Glover Lead Lighting Artist, Attar Sagoo Artist, Jaewon Rim Artist, Justin Sado Artist, Maggie Zhu Artist, Stacy Li Artist, Zi Meyer Concept Artist, James Yun Lead Technical Artist, Hugh McCullom Lead Technical Artist - LEGO, Ross Beardsall Lead Animator, Lee Brown Lead Animator, Mike Ryan Lead Animator, Susie Wright Technical Animator, Sidney Olluyn Magnopus Animator, Anael Saint-Jean-Vidal Animator, Ciara Borgards Animator, Melik Malkasian Rigging & Mocap, Gabriela Montes Lead Designer, John Sahas Level Designer, Daryl Kimoto Level Designer, Thomas Wilson Designer, Ben Cornaglia Designer, Gladeline (Gladel) Rufo Designer, Nick McClure Graphic Artist, Ji Young Han Engineering Lead, Derrick Canfield Lead Engineer, Tahnee Smith Engineer, Dean Giddy Engineer, Harrison Pettus Engineer, Michelle Shyr Engineer, Noah Pinales Engineer, Rittikorn Tangtrongchit Engineer, Scott Holman Lead Technical Audio Designer, Robin McGovern Lead Audio Designer & Engineer, Garrett Hickey Audio Designer, Alyssa Fabian Lead Producer, Ashley Bravo Project Manager, Brett Skaggs Lead Producer - LEGO, Jon Eardley Lead Program Manager - LEGO, Pam Peterson QA Lead, Matthew Alcala QA Lead - LEGO, Amy Poyner Quality Assurance, Connor White Quality Assurance, George Stabler Quality Assurance, Liam Roberts Magnopus studio operations Director of Technology, Sam Birley Lead Engineer, Maria Nerla Director of Design, Dana Dispenza Managing Producer, Keith Michaelis QA Manager UK, Kirsty Pinkerton QA Manager US, Justin Schriefer Director of Studio, Ceri Llewellyn VP of Studio, Daisy Leak Special thanks Agora VFX ImageFlux Item42 MPM25 No Ghost Limited Renderstorm Territory Studio Tuatara Virtuos WE GOOD Studio Mocap Talent, Phil Tomlinson Mocap Talent, Chanel Thompson Mocap Talent, Frandiego Veloz Mocap Talent, Carter Discover more projects from Magnopus Metallica: Music Experience in UEFN We created a death-defying experience with Metallica in Fortnite so players could shred into their music like never before. Learn More > Sony Immersive Music Studios Capture The Music: NITEWAVE In partnership with Sony Immersive Music Studios, we developed a 'music-first' arena battle experience – the first Fortnite Creative Island with licensed music. Learn More > Let’s build tomorrow, today. Ready to unite the physical and digital in new ways? We’re here to turn your vision into a reality. Get in touch Previous Previous "Contact" Music video for Daft Punk Next Next The Wizard of Oz at Sphere Press kit Privacy policy Candidate privacy policy Google partnership Terms of use Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact If you don’t know where else to go… You came to the right place. WHERE PHYSICAL & DIGITAL MEET TO CREATE EXTRAORDINARY EXPERIENCES WE BUILD ONE-OF-A-KIND EXPERIENCES FOR GLOBAL COMPANIES For over a decade, we’ve been the go-to partner for people looking to develop ambitious, world-first immersive experiences across entertainment, education, and everything in between (or beyond). Check 'em out FEATURED IN TIME’s BEST I NVENTIONS LIST: CONNECTED SPACES BY MAGNOPUS Be among the first to step into a new kind of internet with Connected Spaces, an immersive cross-device geospatial platform that unites physical and digital worlds. Discover more  GREAT THINGS START WITH GREAT PEOPLE We believe that complex problems are best solved by a community of diverse, talented humans. We work hard, we play at the edge of what’s possible, and we’re proud of the team that makes it all happen. MAGNOPUS US Headquartered in downtown Los Angeles, and working remotely around the United States, our team of artists, designers, & engineers is a fusion of Hollywood, Silicon Valley, & game vets. MAGNOPUS UK Our UK studio is based in the city of St Albans, on the outskirts of London. And our team are distributed all over the UK working on groundbreaking ideas and technology that define the new ‘new.’ Join Us THINGS WE’VE DONE Over the years, we’ve been behind hundreds of projects you’ve seen, though you’d never know it was us. Here are a few classics we can share: the Daft Punk Experience for Fortnite , virtual production for Fallout , AR Experience for Disney+’ Remembering , cross-reality multiplayer experience for Expo 2020 Dubai , and Mission: ISS VR for NASA . Press kit Privacy policy Candidate privacy policy Google partnership Terms of use The Connected Spaces Platform | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact ACCELERATING DEVELOPMENT OF INTEROPERABLE SPATIAL APPLICATIONS & SERVICES Released under the Apache 2.0 free software license WHAT IS IT? The Connected Spaces Platform (CSP) is an open-source, client-side library for building interoperable, cross-reality, multi-user applications. It’s the underlying infrastructure, encoding the communication standards that allow different apps to talk to one another seamlessly. Go to GitHub KEY FEATURES OF CSP INTEROPERABILITY Cross-reality experiences Whether you’re building for a web browser, a VR headset, a mobile AR app, or a high-end console, OKO bridges the gap. It works natively across every platform, allowing you to mix and match devices to suit your needs. Cross-platform coherence Just like web pages look and behave the same across all web browsers, the platform enables Connected Spaces to look and behave the same, no matter how they are accessed. Cross-platform interactivity The platform supports user-generated content as standard. But what’s really magic is that users can build interactive content via a built-in platform-agnostic scripting API. The platform handles the heavy lifting ensuring scripts run where and when they need to, with results synchronized for every user. For developers, it works right out of the box – fully interoperable across every engine and device. Support for all major engines & devices Under the hood, it’s all the same code. Whether your application is built with C++, C#, or Javascript, whether you use Unreal, Unity, or PlayCanvas, the platform build pipeline automatically translates code into your application’s language. Supported devices include Windows, Mac, iOS, and Android. CROSS REALITY Social interactions in a shared space The platform supports massive multi-user presence, allowing global teams and audiences to inhabit the same digital layer at once. It has been proven to host up to 17,000 virtual users in a synchronized environment, scaling your reach far beyond the walls of a physical venue. Whether you’re hosting an intimate team workshop or a festival the size of Coachella, we’ve got you covered. Spatial anchoring The platform relates spaces to real-world locations so users can discover what spaces are near them at any time. The platform also enables consistent placement of digital content in the real world through geospatial anchoring. Content in spaces can be associated with third-party Cloud Anchor platforms, enabling millimeter-level precision placement of content in AR experiences. Extensible multi-user architecture Out of the box, the platform allows for a great deal of expressivity when describing things within a space. But when you are seeking to build something unique, it’s easy to extend the architecture to support new concepts. For example, it can be extended to integrate with various avatars, merchandise, and ticketing marketplaces. Secure collaboration in real-time The platform communicates via HTTPS using a secure token-based authentication model to ensure all messages transmitted are trusted. SEAMLESS COLLABORATION Manage assets, objects and media Keep your creative assets organized. Use our high-performance API to manage and organize 3D assets like USD and GLTF, ensuring your digital environment is always ready for your team. User accounts Focus on the experience, not the admin. Built-in account management handles technical details like authentication tokens automatically, so you can focus on building and exploring your space. Single-sign-on (SSO) The platform has built-in support for third-party authentication platforms including Apple, Google, and Discord. Shareable spaces You hold the keys. Sophisticated controls let you decide exactly who can enter your space and how it’s discovered by the world. WHO CAN USE CSP? WEB DEVS We’ve got you covered with an interface that supports JavaScript. UNREAL ENGINE DEVS There’s a plugin and extension just for you to help create real-time connections to other endpoints. MOBILE APP DEVS CSP integrates with Unity through C# bindings with example native apps available. CLOUD SERVICES DEVS All APIs and services are well-documented and available to connect or build on. MAGNOPUS CLOUD SERVICES (MCS) Magnopus Cloud Services is the essential cloud-hosted backend for the Connected Spaces Platform. Operating as an independent support layer, MCS streamlines performance for both the CSP framework and the applications built upon it. Our repositories provide everything your organization needs to interface with the Connected Spaces Platform. Whether you choose to integrate with your own systems or leverage Magnopus Cloud Services, we’ve got you covered. MCS streamlines development with ready-to-use tools, offloading the burden of infrastructure so you can focus on what matters: building and innovating your spatial web application via the CSP API THE CORE COMPONENTS OF MCS - THE CORE COMPONENTS OF MCS - THE CORE COMPONENTS OF MCS - Persistent Multiplayer Services Persistent Multiplayer Services support continuous, scalable and synchronized multi-users experiences. This component ensures that users can interact in real-time within shared virtual spaces, providing a seamless multi-user environment that is always available. Geospatial Databases Geospatial Databases handle spatial data, which is crucial for accurate and reliable interactions in connected spaces. This component manages information about the physical location and positioning of objects and users within the virtual environment, enabling precise and consistent experiences across both the digital and spatial domains. Economic Engine Interfaces Economic Engine Interfaces integrate economic models and transactions into the CSP. This component allows for creating and managing e-commerce and e-ticketing platforms like Shopify and Eventbrite, providing a framework for monetization and financial interactions. User Accounts & Management User Accounts & Management handles user authentication, authorization, and profile management. This component ensures that users can securely log in, manage their profiles, and access the appropriate services and features within the CSP environment. Security & Access Control Security & Access Control is responsible for protecting data and ensuring that only authorized users can access certain parts of the platform. This component uses various security measures, such as encryption and permissions, to safeguard sensitive information and maintain privacy. Groups, Organizations, and Social Connections This component facilitates social interactions and organizational structures within the CSP. Users can form groups, join organizations, and connect with others to collaborate and share experiences. It helps build a community and enhances user engagement. Referential Object Definitions and Instances Referential Object Definitions and Instances manage objects and their references within the platform. It creates, stores, and retrieves digital assets like 3D models, avatars, and virtual objects, ensuring they are consistently available and up-to-date for CSP-enabled applications. MCS & THE CSP ECOSYSTEM SCALABILITY MCS allows CSP-enabled applications to scale their operations seamlessly to accommodate growing users and applications without compromizing performance. It adjusts resources dynamically to handle peak periods, keeping services running without interru Use Cases | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact USE CASES PUBLIC SPACES Museums and science centres have incredible physical assets, but what if you could bring exhibits to life by adding digital content layers that resonate with people of all ages and nationalities, and make those same exhibits accessible to visitors both on-site and off-site? Who Small to large experiential and enter/edutainment organizations with a physical venue including but not limited to: Museums Science centers Art galleries Theme parks How You have some content that you want to enhance. You grab, for example, your dinosaur bones and create an AR experience that allows for: The dinosaur to come to life. Interactive points that allow the visitor to learn more. An activity to allow visitors to feed it (for example). Enhancing content is cool, but we need a way for others to access the experience if they’re not geographically close, so we build the museum virtually and there are a few different ways to do that: Capture what exists – through Lidar scanning, photogrammetry, etc. Convert what was designed – from BIM, CAD, Revit, etc. Create something original. Now, both real and virtual attendees can explore and experience the same space simultaneously. Facilitators and docents can exist in the space for experiences, tours, and classes. The digital version becomes its own extension for the museum with the potential to have new digital-only exhibits, beta-test layouts for future physical venue experiences, etc. Benefits A digital twin allows for expanding beyond geographic reach. Digital content means you can save on real estate. Digital interaction enables access and engagement that’s prohibitive or impossible in a physical venue. With built-in social capabilities, you don’t need multiple platforms to engage with your community. Consolidation of community management can save costs. Update content seasonally or when new exhibitions are live without the physical overhead or supply chain management. Manage changes with a small tech team rather than managing/training operations and customer-facing staff. Enrich and update existing content to drive existing customers back. RETAIL EXPERIENCES Retail spaces today can be physical, digital, or a seamless blend of both. By carefully crafting immersive 3D environments and/or integrating dynamic digital layers into real-world locations, brands can engage new audiences and extend commercial opportunities. Who Small business owners with or without a physical location. Examples include: Etsy sellers. Influencers with retail partnerships. Service-oriented entrepreneurs. How First, you need a space, which will look a little empty to start. Decide if you want a shop or an abstract space. Is your brand more appropriate for a traditional store or a different environment? Either with premade assets, or assets you create, you can build out your space to your specifications. Next, you need the goods or services that you’re selling. Put them literally on shelves or design them into the space. You can scan items to create a realistic replica. You can build them as digital assets, in any software you want. Publish the space to the web. Now, instead of a web page, when customers arrive, they will be able to walk around your shop to browse, select, and buy. Update and change content over time, whether new inventory, seasonal content, or events. Benefits Spatial and contextual presentation of goods and services creates brand affinity and leads to increased purchases. Social capabilities are built-in, so you don’t need multiple platforms to engage with your community. Easy to update and manage which creates time and cost savings. Delivers engagement and experience that your competitors cannot, giving you a strategic advantage. A wow factor that will delight existing customers and may inspire them to invite friends unknown to your brand. First mover advantage. LIVE EVENTS, CONCERTS, AND CONFERENCES We all want to attend incredible events, but cost and accessibility often pose challenges. A digital twin can overcome these barriers by offering a virtual version of the live experience. Additionally, a physical location can be enhanced with immersive digital layers, creating a richer, more inclusive experience. Who Medium to large-scale venue operators and brands, including but not limited to: Entertainment companies Organizers of event-based experiences like conferences, premieres, and concerts How First, we assume you have your physical venue but need to create your venue virtually. Capture what exists through Lidar scanning, photogrammetry, etc Convert what was designed from BIM, CAD, Revit, etc Create something original Figure out your performers, whether they’re performing live, or pre-recorded. Pre-recorded (2D video, 3D real-time assets, or volumetric video Live streamed (2D video, 3D real-time assets, or volumetric video) Depending on partnerships, you may need to facilitate adding others’ content to the experience. Create multiplayer interactions for attendees to trigger. These should be persistent across real and digital, to create magic moments. Attendees should be able to collect items and rewards for being present, just like at a real event, where merch and memories remind attendees of their experience. Give your operations team a central hub for managing live operations in real-time. Benefits Expand the reach of your event with a digital twin that delivers a virtual version of the live experience to remote attendees. Captured or performed digital experiences make everything feel in the moment, across both physical and digital space. Collaborate and co-create in real-time across multiple creative teams, no matter the scale of the event. Multiplayer interaction and presence bring together community and create moments that couldn’t be done with just a physical venue. Our multiplayer back-end allows for the management of user accounts, inventories, and analytics – as well as live operations – to facilitate events and content updates throughout the duration of the event. Social is built-in, you don’t need multiple platforms to engage with your community. ANY SPACE, ANY SECTOR Using an alpha version of the platform, we worked with Expo 2020 Dubai to create a city-scale, cross-reality connected space. A living digital replica of the 4km² site, connected via data streams, video, and audio. It was populated with digital activations for both physical visitors on-site and virtual visitors remotely, who could play and learn together in the same digital experience layer in real-time. Learn more Press kit Privacy policy Candidate privacy policy Google partnership Terms of use Studio Capabilities | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact WE LIKE TO MAKE HARD THINGS EASY Drawing on more than a decade of experience working on tough challenges, we embrace the curiosity, tenacity, and gumption to tackle unexplored territory. APPLIED R&D We help people tackle unquantified challenges quickly and quietly. After a decade of working on things like this, we’ve got muscle memory that makes applying unproven technologies easier than through traditional processes. We often play the “by other means” role in a larger strategic initiative. PROBLEM SOLVING EXTERMINATION We certainly like to prevent problems before they happen, but sometimes the best intentions (or a little too much inattention) can get a project wrong way up. For a good cause, we’re trained in polite exfiltration and triage when a project has a long way to go and not long to get there. “UNUSUAL CIRCUMSTANCES” A lot of our best work started with “I don’t know what you guys do, but I have a problem, and I was told to call you.” We’ve got a versatile range of skills and a friendly demeanor that means we can tackle a lot of unordinary things in one place. And we work well with others, which helps us get things done quickly. OUR SUPERPOWERS Innovation & R&D View projects Spatial experiences View projects Concerts & events View projects Virtual production View projects CROSS-REALITY, SPATIAL EXPERIENCES Creating butterflies-in-your-tummy immersive experiences requires insane complexity to be rendered invisible to the user at exceptional quality with eye-watering performance. Our 180+ artists, designers, and engineers in Los Angeles and London use whatever it takes to achieve unparalleled immersion, interactivity, and visual fidelity. Each of these experiences came from exploring something tough and following it up with a software and hardware stack to make the next version faster, better, and (if it’s your priority) cheaper. Whether in AR, VR, consumer, enterprise, or location-based. We focus on engineering great experiences designed for real people… and making the technology disappear. Design Pre-production & ideation We have creative directors and lead designers who have the experience to both define and translate the goals of our VR, AR, and XR experiences. Prototyping & early development Our engine-agnostic designers and development teams work together to rapidly explore, prototype, and validate experience and interaction design. Our prototyping centers around key ideas Easy and accessibility. Sensuous, natural interaction enhancement and design. Maximizing feedback and reaction. Development Pushing the quality bar At this stage, we add our technical designers, engineers, and art team. We have 3D, VFX, and technical art teams to not only execute the vision but make it look and feel incredible. Quality assurance & polish With our in-house Quality Assurance team, we always buffer as much time as we can for identifying bugs and elements to polish.  Delivery and beyond Just because the build is delivered, doesn’t mean we won’t still tackle updates, polish and enhancement the experience. We have a live ops team that can tackle any issues as they arise or update content on a specified cadence. Continuous engagement People want to invest their time in shared experiences designed to create great memories with friends and family, wherever they are, with whatever they’ve got. We set out to immerse users in carefully crafted worlds. Content is designed to integrate seamlessly into physical surroundings and immersive environments. Devices enhance the experience but don’t take over and the full engagement loop starts at home, flows into the interaction with an experience, and continues long after. This moves the dial from “transactional” experiences, to relationship-building. VIRTUAL CONCERTS & EVENTS When working with performers, it's important to design experiences that share their creative DNA. We work together at every stage of development to find ways that real-time and immersive experiences can sequence that DNA into a new frontier of possibilities. Our best work comes from making this process as collaborative and transparent as possible. That often means simplifying the process of real-time development so it's accessible and relatable to everyone. That’s why we still love using traditional 2D techniques to communicate ideas alongside newer technical processes. Sound Music is at the heart of many of our projects, as sound and rhythm are some of our most potent tools for creating immersion. Our extensive experimentation focuses on the integration of music into gameplay and feedback, not just as a soundtrack, but as the engine and pulse of an experience. We’re dedicated to the advancement of ludo-rhythmic design, having deployed it across multiple mediums, including Horizons, UEFN, and live performance. Digital humans Next level character creation There are many ways to make digital humans for interactive, real-time experiences. We’ve done them all – and know the pros and cons – so we can help you work out what’s best for your project.  Methods include: Hyperreal digital humans Unreal MetaHumans Stylized custom model MetaStage volumetric capture   Take it to the next level with motion capture A digital human comes into its own when combined with motion capture (mocap) technology, which records a person’s movements as animation data to apply to a 3D model. Mocap can be done in real-time, making it ideal for traditional animation and newer virtual production projects. Various capture methods balance speed, quality, and complexity based on the goal. As performance capture technology evolves, so do we, ensuring you benefit from our love of computers. Visceral effects When you're not constrained with details like "safety and "physics" we can deign an event or show that would never be possible in the real world, as long as it's meaningful to the audience. The dynamic stage Digital/physical sync tech permits us to steal practical lighting effects into the digital world and unify them on a live stage. If your human performer is playing a show with a digital backdrop – flying through space on the back of an intergalactic comet – our DMX lighting hooks will ensure the space lasers on screen are synced up with practical lighting on stage, delivering a heightened suspension of disbelief. Beyond the physical show With the sorcery of real-time engines, we can bring to life the fantasy of coming face-to-face with stars. With spatial computing the artist knows exactly where a fan is at any given time. This allows us to create dynamic animation systems to enable the artist to approach, react, and engage. This has the double punch of providing a once in a life-time encounter for the fan, as well as the satisfaction of having an impact on the show itself. Real space flow and design Our experience extends into creating experience flows and narrative design for large-scale museums, events, and theme parks. Given the technical requirements of many of our projects, we have to define the physical flow of the space too. The physical and digital have to work in concert, telegraphing interactivity, facilitating throughput, and delivering immersion. We specialize in elegant, holistic design of technical integrations into physical spaces with an eye for making the technological tricks invisible – so it feels like magic.           Studio Capabilities | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact WE LIKE TO MAKE HARD THINGS EASY Drawing on more than a decade of experience working on tough challenges, we embrace the curiosity, tenacity, and gumption to tackle unexplored territory. APPLIED R&D We help people tackle unquantified challenges quickly and quietly. After a decade of working on things like this, we’ve got muscle memory that makes applying unproven technologies easier than through traditional processes. We often play the “by other means” role in a larger strategic initiative. PROBLEM SOLVING EXTERMINATION We certainly like to prevent problems before they happen, but sometimes the best intentions (or a little too much inattention) can get a project wrong way up. For a good cause, we’re trained in polite exfiltration and triage when a project has a long way to go and not long to get there. “UNUSUAL CIRCUMSTANCES” A lot of our best work started with “I don’t know what you guys do, but I have a problem, and I was told to call you.” We’ve got a versatile range of skills and a friendly demeanor that means we can tackle a lot of unordinary things in one place. And we work well with others, which helps us get things done quickly. OUR SUPERPOWERS Innovation & R&D View projects Spatial experiences View projects Concerts & events View projects Virtual production View projects CROSS-REALITY, SPATIAL EXPERIENCES Creating butterflies-in-your-tummy immersive experiences requires insane complexity to be rendered invisible to the user at exceptional quality with eye-watering performance. Our 180+ artists, designers, and engineers in Los Angeles and London use whatever it takes to achieve unparalleled immersion, interactivity, and visual fidelity. Each of these experiences came from exploring something tough and following it up with a software and hardware stack to make the next version faster, better, and (if it’s your priority) cheaper. Whether in AR, VR, consumer, enterprise, or location-based. We focus on engineering great experiences designed for real people… and making the technology disappear. Design Pre-production & ideation We have creative directors and lead designers who have the experience to both define and translate the goals of our VR, AR, and XR experiences. Prototyping & early development Our engine-agnostic designers and development teams work together to rapidly explore, prototype, and validate experience and interaction design. Our prototyping centers around key ideas Easy and accessibility. Sensuous, natural interaction enhancement and design. Maximizing feedback and reaction. Development Pushing the quality bar At this stage, we add our technical designers, engineers, and art team. We have 3D, VFX, and technical art teams to not only execute the vision but make it look and feel incredible. Quality assurance & polish With our in-house Quality Assurance team, we always buffer as much time as we can for identifying bugs and elements to polish.  Delivery and beyond Just because the build is delivered, doesn’t mean we won’t still tackle updates, polish and enhancement the experience. We have a live ops team that can tackle any issues as they arise or update content on a specified cadence. Continuous engagement People want to invest their time in shared experiences designed to create great memories with friends and family, wherever they are, with whatever they’ve got. We set out to immerse users in carefully crafted worlds. Content is designed to integrate seamlessly into physical surroundings and immersive environments. Devices enhance the experience but don’t take over and the full engagement loop starts at home, flows into the interaction with an experience, and continues long after. This moves the dial from “transactional” experiences, to relationship-building. VIRTUAL CONCERTS & EVENTS When working with performers, it's important to design experiences that share their creative DNA. We work together at every stage of development to find ways that real-time and immersive experiences can sequence that DNA into a new frontier of possibilities. Our best work comes from making this process as collaborative and transparent as possible. That often means simplifying the process of real-time development so it's accessible and relatable to everyone. That’s why we still love using traditional 2D techniques to communicate ideas alongside newer technical processes. Sound Music is at the heart of many of our projects, as sound and rhythm are some of our most potent tools for creating immersion. Our extensive experimentation focuses on the integration of music into gameplay and feedback, not just as a soundtrack, but as the engine and pulse of an experience. We’re dedicated to the advancement of ludo-rhythmic design, having deployed it across multiple mediums, including Horizons, UEFN, and live performance. Digital humans Next level character creation There are many ways to make digital humans for interactive, real-time experiences. We’ve done them all – and know the pros and cons – so we can help you work out what’s best for your project.  Methods include: Hyperreal digital humans Unreal MetaHumans Stylized custom model MetaStage volumetric capture   Take it to the next level with motion capture A digital human comes into its own when combined with motion capture (mocap) technology, which records a person’s movements as animation data to apply to a 3D model. Mocap can be done in real-time, making it ideal for traditional animation and newer virtual production projects. Various capture methods balance speed, quality, and complexity based on the goal. As performance capture technology evolves, so do we, ensuring you benefit from our love of computers. Visceral effects When you're not constrained with details like "safety and "physics" we can deign an event or show that would never be possible in the real world, as long as it's meaningful to the audience. The dynamic stage Digital/physical sync tech permits us to steal practical lighting effects into the digital world and unify them on a live stage. If your human performer is playing a show with a digital backdrop – flying through space on the back of an intergalactic comet – our DMX lighting hooks will ensure the space lasers on screen are synced up with practical lighting on stage, delivering a heightened suspension of disbelief. Beyond the physical show With the sorcery of real-time engines, we can bring to life the fantasy of coming face-to-face with stars. With spatial computing the artist knows exactly where a fan is at any given time. This allows us to create dynamic animation systems to enable the artist to approach, react, and engage. This has the double punch of providing a once in a life-time encounter for the fan, as well as the satisfaction of having an impact on the show itself. Real space flow and design Our experience extends into creating experience flows and narrative design for large-scale museums, events, and theme parks. Given the technical requirements of many of our projects, we have to define the physical flow of the space too. The physical and digital have to work in concert, telegraphing interactivity, facilitating throughput, and delivering immersion. We specialize in elegant, holistic design of technical integrations into physical spaces with an eye for making the technological tricks invisible – so it feels like magic.           Terms of Use | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact TERMS OF USE Last updated December 03, 2021 TABLE OF CONTENTS 1. AGREEMENT TO TERMS 2. INTELLECTUAL PROPERTY RIGHTS 3. USER REPRESENTATIONS 4. PROHIBITED ACTIVITIES 5. USER GENERATED CONTRIBUTIONS 6. CONTRIBUTION LICENSE 7. SUBMISSIONS 8. 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Up Madison Beer: Immersive Reality Concert — Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact Madison Beer: Immersive Reality Concert Overview Brand Verizon Client Sony Immersive Music Studios Technology Virtual Production Platform TikTok YouTube Industry Music Release Date 19th March 2021 Awards Webby - Video Technical Achievement 2022 We teamed up with Sony Immersive Music Studios, Sony Music, Verizon, and Hyperreal to reimagine the future of live performance and create a very special concert for the launch of Madison Beer’s debut album Life Support . “Experimenting with virtual production technologies for this performance was like nothing I’ve ever done before. Exploring new ways of bringing my music to fans was a really fulfilling experience, especially in a time where we can’t physically be together to experience live music.” — Madison Beer The vision For a pop star, staying relevant usually means being everywhere at once – socials, stages, and playlists. But when the world went quiet and the stages disappeared during the pandemic, Madison Beer needed a new way to reach her fans. We didn't just want to bridge the gap; we wanted to blow the doors off what a "concert" could actually be. Beyond the stage: The Madison Beer Immersive Reality Concert When you move a concert into a digital world, the laws of physics become optional. Most shows are held back by the constraints of a physical venue, but for Madison Beer, the "stage" could be anything she imagined. This wasn't just a video stream; it was a total reimagining of what a live performance looks like when you set a creative vision loose in a game engine. At the center of it all is an ultra-realistic digital version of Madison herself, created by Hyperreal . Working with Sony and Verizon, we didn't just build a set, we recreated New York’s iconic Sony Hall in stunning detail, then layered in fantastical effects that would be impossible to build in the real world. The music and the performance are real, but the environment is a dreamscape designed to thrill fans, whatever they’re watching on. Even with the infinite freedom of 3D, there’s a power in keeping things grounded. The creators at Sony Immersive Music Studios , Magnopus, Gauge Theory Creative , and Hyperreal focused on a "hyper-real" balance: making the venue and the visual effects feel massive and cinematic, while ensuring the digital Madison moved and felt exactly like the real artist. It’s that blend of raw human emotion and digital wizardry that makes the experience stick. “Music fans have never seen a virtual concert like this. Madison Beer is transforming the viewing experience with this unique and visually groundbreaking showcase of her innovative vision, and we are thrilled to be helping her share it with the world.” — Sylvia Rhone, Chairwoman and CEO, Epic Records. Cross-platform content With over 14 million followers and more than 1.5 billion video views, Madison Beer uses TikTok to connect with loyal fans and share new music. It was the perfect platform to use for the premiere. As the concert was created in a game engine, the project could be easily transformed for different channels, removing the need for the production teams to recreate the experience for video and mobile applications. “At TikTok we are proud to drive the cultural conversation and support artists providing the kind of communal, interactive music moments that we’ve all sorely missed during the pandemic. Madison Beer’s virtual experience is as close to being at a concert as you can get from the safety of your own home.” — Corey Sheridan, Head of Music Content & Partnerships, TikTok US Discover similar projects from Magnopus Pandora Presents: Sebastián Yatra Powered by Verizon A groundbreaking concert featuring multi-platinum singer-songwriter, Sebastián Yatra. Learn More > Dubai Expo 2020 A rich digital experience for the World Expo that allows anyone, anywhere to experience the magic of the event with friends, whether on site or at home. Learn More > Let’s build tomorrow, today. Ready to unite the physical and digital in new ways? We’re here to turn your vision into a reality. Get in touch Previous Previous Coco: VR Experience Next Next Sebastian Yatra: Virtual Performance Press kit Privacy policy Candidate privacy policy Google partnership Terms of use OKO | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact THE SPATIAL INTELLIGENCE PLATFORM FOR A CONNECTED WORLD THE INTERNET IS FLAT, THE WORLD ISN’T. The future isn’t pages, it’s spaces. OKO enables creators to build Connected Spaces – persistent, real-time collaborative environments unified across realities, devices, and platforms. OKO breaks the barriers between teams, tech, and platforms to keep everyone together across the full lifecycle of a space. SYNC PHYSICAL & DIGITAL WORLDS OPERATE Engineering and construction teams, logistics Manage your space in real-time. Connect live IoT data and AI-driven insights to manage physical infrastructure through a persistent digital interface. DESIGN Designers, creatives, 2D/3D artists Bring your world to life. Use any asset, from CAD and 3D models to Gaussian Splats, to build immersive, high-fidelity environments. SCALE Live ops, managers, executives, clients Deploy without limits. Sync your ecosystem across Web, Mobile, and XR headsets, allowing teams to collaborate seamlessly in a world where physical and digital are one. ENHANCED WITH GEMINI & GENERATIVE CAPABILITIES We're continuously integrating next-generation capabilities to enhance how you interact with and build spatial experiences. Our collaboration with Google AI introduces powerful, generative features directly into OKO. AI-powered scripting (Gemini Integration): Accelerate development by generating complex, OKO-compatible scripts for your space using simple natural language prompts, thanks to our new Gemini AI scripting tool within OKO Web. Generative scene visualization powered by Google Veo 3: Rapidly explore and visualize creative concepts by sending AI prompts combined with camera mode snapshots to instantly generate an imagined view of your scene directly within OKO Web. Nodey (spatial GenAI workflows): Bridge the gap between 2D concepts and 3D scenes with a node-based workspace. Build custom GenAI workflows that turn your OKO cinematic camera captures into production-ready assets without ever leaving the platform. THIRD PARTY INTEGRATIONS HOW DOES IT WORK? Cross reality. Cross device. Cross platform. OKO is a suite of interoperable apps built on the Connected Spaces Platform (CSP) and integrated with our Magnopus Cloud Services (MCS). While OKO provides the user-facing interface, CSP is the underlying open-source infrastructure that handles the heavy lifting – translating complex 3D data across C++, C#, and JavaScript. Anyone can create an account for free . OKO WEB: DESIGNER/DEVELOPER/CONSUMER TOOL A brower app that leverages CSP's TypeScript API, providing users a frictionless way to access or even build their own spaces on any device, anytime, anywhere. Leverage 3D digital twins and intuitive creator tools to visualize large and small venues, stores, or cities. Browser-based behaviors and interactions through in-editor scripting. Universal UI supports reviewers and creators working live together Can be web embedded for interactive consumer experiences. OKO UNREAL: ARTIST/DEVELOPER EXTENSION An Unreal Engine plugin built on top of CSP's C++ API. This allows experienced Unreal users to create best-in-class content with the tools and workflows they're already familiar with, and easily sync that content into OKO spaces. Seamless Integration with existing Pipelines and artists. Leverage current Unreal workflows, including Blueprints across other platforms. Automatic Sync into Spaces on other platforms. Custom Unreal Engine Integrations. OKO UNITY: DEVELOPER TOOL & CONSUMER MOBILE APP The iOS app captures reality and supports co-presence through AR. Create location-based AR experiences, using tools developers already know - Unity Developer Toolkit. Connect Communities and Navigate Smarter through AR for Local Businesses + Interactive Wayfinding. Engage Audiences Anywhere with Mobile AR Experiences DOCUMENTATION Roadmap Release notes Director of Technology Sam Birley discusses the shift from flat pages to immersive spaces – and OKO's role in shaping what’s next – in this article . “OKO is not a game engine like Unreal or Unity. It’s not a DCC tool like Blender or Maya. It’s not an open-source editor like Godot or even an asset sharing platform like Fab. OKO is a suite of entirely interoperable apps that enable creators to build things like digital twins, virtual production scouting, and cross-reality events.” DEEP DIVES Blog Prototyping an MCP server for OKO: an R&D deep dive Digital copies, digital twins & digital simulations: what’s the difference, and why it matters Smarter live event production through the use of digital twins From pages to spaces: the internet's evolution and a new era of interoperability Watch THIS Press kit Privacy policy Candidate privacy policy Google partnership Terms of use The Lion King: Virtual Production — Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact The Lion King: Virtual Production Overview Brand Disney Technology Virtual Production Industry Film Release date 2019 Awards Outstanding Virtual Cinematography - VES Awards Virtual Production System - AIS Lumiere Awards The Lion King Virtual Production System is a multiplayer real-time collaborative platform that uses VR to put filmmakers inside their computer-generated films with live-action capabilities. “We wanted to create an environment that everyone understood, and equip them with superpowers to make movies that reach for the gut, not for the brain... so that people are making a movie from the heart” - Ben Grossmann, Magnopus The challenge As visual effects and computer-generated images grow to represent more and more of the final picture, traditional filmmakers find themselves losing touch with the creation of their films. Jon Favreau gave us the mandate to do anything necessary to make The Lion King feel like a live-action film. Though the imagery itself could look photo-real through modern visual effects, the creative process and the “presence of the film crew” needed to be evident. This was a big challenge that had to be solved. Traditionally, in visual effects work, the Director, Cinematographer, and other department heads find themselves giving notes while looking “over the shoulder” of a technical operator. The direction they give can take days, weeks, or even months to be addressed, and the accuracy and quality of those revisions are subject to the creative interpretation of the artists and technicians at the desk, who might not have received the direction first-hand. The filmmakers lose the ability to be ‘hands on’ during the creative process, and they lose the ability to react instinctively to the environment and to the performances of other crew members, as they do on a live-action set. Putting filmmakers inside the movie To solve this, we knew we needed to put the filmmakers back inside their movies, and put the traditional tools of cinema back in their hands. By building the world of the film in a real-time game engine we could put the filmmakers inside that world through virtual reality, and by connecting interfaces to their traditional live-action cinematography equipment, we could give them and the crew an experience similar to live-action filmmaking. Instead of standing over someone’s shoulder looking at a monitor, we could put them “inside the monitor.” This approach could be used by the Director, Assistant Director, and all members of the camera department, art department, animation, and visual effects, and would even allow traditional live-action crew, like grips and gaffers, to contribute their expertise. The filmmakers would start their day “scouting the set” which was prepared by the Virtual Art Department (VAD) in multiplayer VR using the virtual production tools. From this, shot lists, lighting notes, animation feedback, and design changes can be made live, or in some cases, requested as revisions by the VAD or Animation teams. When a scene was rehearsed or blocked and ready to shoot, the departments would reassemble in the scene to shoot out the scene using a traditional live-action workflow. As each shot was captured, every detail and change was precisely recorded and sent to the appropriate departments.  Video streams were sent to editorial, where they could be cut in minutes after being shot. Camera animations (as well as the movements of every piece of film equipment like dollies, gear heads, fluid heads, and cranes) would be saved as keyframes with each take and sent to visual effects, along with any changes made to lighting by the cinematographer. Changes to the assets in the scene made by the Art Department could happen on a per-shot basis with full continuity tracking to post-production as well, so that no detail was lost. In addition to providing clear creative direction to post production, the keyframes of the live-action camera operation were used as the final rendered keyframes in visual effects, providing the human-touch that the filmmakers required. Real-time engines allowed the bridging of advanced technologies with traditional live-action film equipment, and when combined with immersive technologies like VR, we succeeded in putting the filmmakers back inside their films. We gave them the creative freedom to explore, while ensuring that their intentions and actions flowed through to post production, and by doing so, allowed those artists and technicians to focus on making that vision exceptional, rather than trying to figure out what it should be.  As this approach and the technology continue to advance, we’ll move towards more realistic rendering in real-time, which can power video screens that can turn a movie set into the Holodeck. Having put a film crew inside the world of their story, we can soon put the audience inside the films as well. "Many have, and will, appreciate the new Lion King for its stunning visuals and commitment to a single, distinctive style. It is, if nothing else, a technical triumph…It will go down in history as one of the first 'virtual productions' with a Hollywood budget. One that proves the potential of VR as a way to make movies..." Engadget Discover similar projects from Magnopus Nissan: A virtual motorverse! How we worked with Nissan to create the world’s first automotive experience fully utilising augmented reality. Learn More > Dubai Expo 2020 How we worked with Nissan to create the world’s first automotive experience fully utilising augmented reality. Learn More > Let’s build tomorrow, today. Ready to unite the physical and digital in new ways? We’re here to turn your vision into a reality. Get in touch Full Credits Director Jon Favreau VFX Supervisor Rob Legato Director Of Photography Caleb Deschanel Magnopus Virtual Production Supervisor Ben Grossmann Virtual Production Producer Adrian J Sciutto Virtual Production Lead John Brennan Virtual Production Technical Lead Lap Van Luu Virtual Production Executive Producer Magdalena Wolf Virtual Production Executive Alex Henning Virtual Production Systems Lead Adrian Sotelo Virtual Production Hardware Supervisor Jason Crosby Virtual Production Software Architect David Swift Senior Virtual Production Engineer Guillermo Quesada Páez Virtual Production Engineers Vivek Reddy Sally Slade Michelle Shyr Mechatronic Engineer Loren Amdahl-Culleton Virtual Production Operators Mark Allen Fernando Rabelo Virtual Production Technical Artists Coralie Phanord Cosku Turhan Claire Savage Virtual Production Systems Admin Caio Andrade Previous Previous Dubai Expo 2020: Cross-Reality Experience Next Next Coco: VR Experience Press kit Privacy policy Candidate privacy policy Google partnership Terms of use Coco: VR Experience — Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact Coco VR: Immersive, Interactive VR Overview Brand Disney+ Pixar Technology Virtual Reality Platform Oculus/Meta Industry Film Release Date November 2017 Awards Emmy Nominated VR Marketing of the Year - VR Awards Grand Clio Cannes Silver Lion Coco VR is Pixar’s stunning debut into virtual reality: an adventure into the beautiful Disney-Pixar film, Coco. We combined creativity and technology to transport players into Pixar’s unique vision of the Land of the Dead. We were tasked with immersing fans into Pixar’s vibrant vision of the Land of the Dead and letting them feel part of it in a shared experience with friends. The challenge was getting it right and making it believable. We worked closely with Pixar to focus on painstaking details to bring this magical world to life and make the experience feel real. We optimized facial animation, for instance, and used kinematic technology to create realistic body movement and interactions with the living skeletons. In the process, we developed boundary-pushing tech that made this level of detail possible. As well as exploring the world hundreds of feet above the city, players are immersed in the vibrantly coloured Land of the Dead as they wander through a series of mini-experiences, including an art gallery, a costume shop, a cinema, a photo booth, and a musical performance. Choosing either a single or multiplayer experience, users follow the magical Alebrije into the luminous world of Coco, filled with loveable characters and beautiful settings from the film. Features Clown around and capture the moment in the photo booth Take a gondola ride and see the gorgeous city from above Live a little in the spotlight! You’re the star alongside Hector in a musical celebration of Dia de los Muertos ! Meet Miguel, Ceci and Hector in fascinating locations featured in the movie Multiplayer enables you to include your amigos and have fun together! Express your uniqueness and rock a new style in Ceci’s costume shop We created a stunning VR experience in which users feel like they’ve crossed into the Land of the Dead, just like Miguel did in the film. The visual detail and realistic encounters with skeletons and other players take VR to a whole new level. "We set out to both explore the creative opportunities of the medium as well as push the technology to its limit. So instead of just doing a narrative short of the film, we designed an active experience that gives users the opportunity to visit many of the beautiful locations in the film, including taking a gondola ride." John Halstead, Pixar’s Supervising Technical Director, Discover similar projects from Magnopus Nissan: A virtual motorverse! How we worked with Nissan to create the world’s first automotive experience fully utilising augmented reality. Learn More > Dubai Expo 2020 How we worked with Nissan to create the world’s first automotive experience fully utilising augmented reality. Learn More > Let’s build tomorrow, today. Ready to unite the physical and digital in new ways? We’re here to turn your vision into a reality. Get in touch Cast Miguel, Anthony Gonzalez Hector, Gael Garcia Bernal Coco, Denise Blasor Mama, Denise Blasor Narrator, Sarita Ocon Gondola Operator, Carlos Moreno Art Studio Prankster, Eduardo de Colossio Magnopus Producer, Kelsey Wong Lead Engineer, Zo Douglass Lead Experience Designer, Kalan Ray Lead 3D Artist, Luke Schloemer Executive Producer, Alex Henning Hand to the Lead Engineer, Chris Chavira Engineers Yossi Horowitz Kuang-Hsin Liu Tahnee Smith Sally Slade Andrew Bueno Scott Holman David Swift Peter Newton Project Manager, Darren Bunch Production Coordinator, Jasmine Aguilar Real-time Rendering Engineers Xavier Gonzalez Jody McAdams Technical Artists Cosku Turhan Coralie Phanord IT Caio Andrade James Micheli Brian Peyatt Head of Technology, Lap Luu UI Designer, Jenny Yoon Animators Chonlawat Thammawan Mari Long Rey Chang 3D Artists Brian Magno Kellie Brewart Ralph Roma Devon Mathis Sam Knudson CJ Savage Yong Park Joseph Cadell Sean Phillips Brian Choi Christen Smith Nicholas Prufer Concept Artist, Eduardo Borrego QA Manager, Grant Marzette QA Testers Andre Gusmao Jon Querido Production Assistants Sabrine Allen Dionna Fuentes Head of Production Magdelena Wolf Full Credits Music Featuring “Remember Me” by Kristen Anderson-Lopez and Robert Lopez Additional Original Songs by Germaine Franco and Adrian Molina Original Score Composed by Michael Giacchino Oculus Head of Experiences Colum Slevin Executive Producer Yelena Rachitsky Project Manager Kat Bachert Special thanks Pixar Animation Studios John Lasseter Jim Morris Lee Unkrich Darla K Anderson Andy Dreyfus Jim Kennedy Kerri Martin Paul Kanyuk Chris Bernardi Paul Mendoa Mich Kopelman Marlena Fecho Adrian Maruri Ed Catmull Steve May Adrian Molina Johnathan Garson Adam Gates Serena Dettman Stephen Gustafson Mark Meyer Eric Andraos Johnathan Pytko Susan Fisher Fong Jody Weinberg Matthew Strangio Walt Disney Studios Andre Fonseca Jamie Voris Chadd Kawaii Calis Agyemang Molly Petulo Olga Alvarez Alice Taylor Ben Havey Matthew Duel Melina Gharibi Donna Cole-Brule Jackson Rogow Pixar Directed BY, Ross Haldane Stevenson Producer, Marc Sondheimer Supervising Technical Director, John Halstead Production Manager, Stephanie Brooke Hamilton Manager, Claire Munzer Layout, Derek Williams Technical Artists Andrea Goh Amit Baadkar Gary Bruins Chris J Chapman Jonathan Hossman Brett Kevub Justin Ritter Yekaterina Satanina Stephan Steinbach Joseph Suen Lighting Nick Bartone J.D. Gardener Graphic Artist Jenna Huerta Animation Rachel Fite Ross Haldane Stephenson Editorial Kevin Rose Williams Nicole Vandernaut Additional Story Material, Sequioa Blankenship Creative Advisor, Harley Jessup Executive Assistant, Jeanette Penley Marker Production Assistant, Delilah Smith Finance Lead, Michelle Lui Chung Sound Designers Andrew Vernon Samual Lehmer End Credit Design, Laura Meyer Source Sound Supervising Sound Editor, Tim Gedemer Sound Design and Implementation, Francois Lafleur Sound Editors Bryan Jerden Julian Aicholz Previous Previous The Lion King: Virtual Production Next Next Madison Beer: Immersive Reality Concert Press kit Privacy policy Candidate privacy policy Google partnership Terms of use Fallout TV Series: VAD, Systems Design, & LED Volume Operations — Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact Fallout TV Series: VAD, Systems Design & LED Volume Operations Overview Brand Fallout Amazon Studios Client Kilter Films Technology LED Volume Real-time 3D assets In-Camera Visual Effects Platform TV Industry TV/Film Awards Telly Awards Fallout is an American post-apocalyptic drama TV series based on the renowned Interplay/Bethesda RPG video game franchise. The series was crafted by Lisa Joy and Jonathan Nolan under their production banner, Kilter Films, exclusively for Amazon Prime Video. “Viewers who love the games will relish the chance to discover new aspects of the Fallout universe. Those who’ve never played them will enjoy a vivid, brutal romp with flashes of absurdist comedy and set in an engrossing, richly detailed world.” — BBC The producers of Fallout faced the challenge of telling a story set in a dystopian fantasy world. In this setting, picking up a camera and shooting on location is not always an option. The brief was to bring the post-apocalyptic world to production using the most advanced LED volume technology available while being faithful to Fallout’s very specific patina. Expanding on our collaboration with Kilter Films on Westworld , we joined the creative process before the project was fully green-lit. We started by assisting in the initial design phase of an LED Volume located in Bethpage, Long Island. Very few stages were available then and almost none would have met the production’s requirements. Working with our development partners we completed construction of the stage with Manhattan Beach Studios and Fuse Technical Group. We then commissioned the volume and brought the various technical systems online in preparation for the shoot. We combined camera tracking solutions with custom object tracking. Technical design and preparation In addition to the main LED walls, multiple large portable panels were calibrated and tracked inside the volume. These custom-made panels with built-in tracking systems allowed for easy reconfiguration in the nDisplay system without recalibrating the volume each time we wanted to move a ‘wild’ wall in quickly on set. This flexibility meant that if additional images were needed on the floor or inside a particular blocking, the portable screens could be wheeled in – fully logged – and display the right images relative to the master camera, enhancing efficiency on set. We tested lighting alongside the DP and gaffer by integrating a DMX lighting control system into the dim-board. The project was slated to be shot on 35mm film – which is unusual for LED projects. Critically, we fine-tuned the genlock, data recording, timecode, content management, and systems operations with the Fuse TG team in preparation for the principal photography. The film component introduced a new dimension beyond playback regarding calibration and colour science. Shooting on film required extensive testing and even minor tweaks in the grade. Unlike some productions, this entire process was so successful that imagery on the LED screens was not replaced with similar high-resolution VFX clips in post. The production managed to capture final pixels on stage and utilize them in the final edit. Concepting and content On the content front, we collaborated with the filmmakers to determine which elements from the script were best suited for utilization on an LED Volume. The setting of Fallout provided several locations that worked well on an LED Volume. With In-Camera Visual Effects (ICVFX), we knew we could drop the actors and the crew directly into a massive underground vault or a post-apocalyptic landscape. We worked with the production designer on concept artwork which helped identify which portions of those sets could be built practically and which would be modeled virtually.  Sets were built entirely virtually inside Unreal Engine, allowing for multiple opportunities to virtually scout the sets by putting the filmmakers into VR and letting them block out the action with virtual cameras and blocked character animation. As we identified which areas of the sets would be seen in more detail than others, we focused the creative attention on those areas, refining lighting and adding more fidelity. Overviews of the complete set were made in Unreal so the team could see where every storyboard frame was intended to be filmed from – in context – in real-time 3D. Blending the physical and digital The Visualization team used storyboards, real-time sets, and the blocked cameras from the virtual scouts to conduct both previz and techviz reviews with the filmmakers. Every shot was viz’d from the perspective of the camera, allowing the creatives to understand where and how the physical and virtual sets came together. We found these methods provided ample opportunities for the filmmakers to make creative decisions on framing, lighting, and action blocking very early in development and even helped the ADs schedule shoot days by visualizing how large pieces of equipment would enter the set and where they could be staged.  Some sets used 180-degree photography instead of real-time virtual 3D sets. We worked with drone operators to design a multi-camera capture solution and stitching workflows to create footage for the LED wall. Then we helped design custom software for playing back that footage on a 20x95ft screen in 6K resolution at 24fps. On the day, this was all shot through multiple simultaneous film cameras through the glass of a gimbaling aerial vehicle. Camera tests allowed for both creative and technical review of the images projected onto the LED wall by looking through the lens of a digital camera with an applied film Lookup Table (LUT) to approximate the show's final look. Using that workflow, we adjusted the color of each virtual scene to blend seamlessly with the physical environment so that it appeared as intended once captured on 35mm film. Throughout development, we collaborated closely with the director to fine-tune the shoot day requirements, ensuring we could account for any special technical considerations that might arise from putting a camera in a given location. Efficiency Our Virtual Art Department was brought in as part of the Fallout Art Department, rather than a vendor, which is unusual for LED stage work. This seamless integration helped with the smooth running of the production. Another move that significantly improved the speed and quality of the work was having a dedicated cinematographer just on the LED volume for all episodes. This ensured all processes were streamlined and most of the lighting and calibration issues could be solved before the shooting of each new episode. The world of Fallout is vast, dangerous, and logistically complex. Using in-camera visual effects, we were able to fit that enormous scope into the lens and bring the world of Fallout t o screens. We created four unique and vital environments in Unreal for use on the LED volume – the picnic area and vault door scenes in Vault 33, the cafeteria setting in Vault 4, and the New California Republic’s base inside the Griffith Observatory – this granted us unprecedented flexibility and efficiency outpacing alternative methods. We also delivered critical creative development and stage operations by running asset management, virtual art execution, camera tracking systems, and data wrangling. All in a Current Openings | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact CURRENT OPPORTUNITIES We’re always looking for talented team players to help us do crazy stuff. See if anything below matches your shade of awesome, and if not, we’d still love to hear from you. Talent Pool (USA) Talent Pool (UK) Job Opportunities Filters Clear Filters Location Department Team Job Type Sorry, we couldn't find a match. Get in touch. Openings found... Press kit Privacy policy Candidate privacy policy Google partnership Terms of use Studio Projects | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact OVER 10 YEARS, WE’VE LEARNED NOT TO SUCK AT CREATING PREMIUM IMMERSIVE EXPERIENCES The World of Fallout Spatial Lingo "Contact" Music video for Daft Punk Fortnite: Daft Punk Experience The Wizard of Oz at Sphere Mission:ISS: VR Experience Academy Museum of Motion Pictures - Cyberpunk: A Virtual Production Experience The Office World: Meta Horizon Karol G MSB Fortnite: Music Experience in UEFN Metallica: Music Experience in UEFN Alo Moves XR: Volumetrically captured 3D fitness classes for Meta Quest 3 Fallout TV Series: VAD, Systems Design, & LED Volume Operations Meta: Cryptic Cabinet MR for Quest Headsets Capture The Music: NITEWAVE Disney Remembering: Short Film & AR Experience Westworld Season 4: Real-time Environment Buildout Dubai Expo 2020: Cross-Reality Experience The Lion King: Virtual Production Coco: VR Experience Madison Beer: Immersive Reality Concert Sebastian Yatra: Virtual Performance Holocaust Museum Los Angeles: Augmented Reality Education App Blade Runner 2049: VR Experience Nissan World of Electric Vehicles: AR Experience Bride of Frankenstein: holoride in-car VR London Fashion Week: 5G & MR Experience Elixir: Hand tracking experience for Meta Quest Jaguar I-Pace: Global Social VR Launch Weavr: Cross-reality esports platform Let's build tomorrow, today, together. If you’re a business looking for a cross-reality solution to unite the physical and digital worlds, we’d love to hear from you. Get in touch Press kit Privacy policy Candidate privacy policy Google partnership Terms of use Current Openings | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact CURRENT OPPORTUNITIES We’re always looking for talented team players to help us do crazy stuff. See if anything below matches your shade of awesome, and if not, we’d still love to hear from you. Talent Pool (USA) Talent Pool (UK) Job Opportunities Filters Clear Filters Location Department Team Job Type Sorry, we couldn't find a match. Get in touch. Openings found... Press kit Privacy policy Candidate privacy policy Google partnership Terms of use AI-powered spatial experiences, digital twins & accelerated deployment | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact As a certified Google Cloud partner, we can help you deliver seamless solutions that might seem impossible at the outset. With the right tools in place, we turn ambitious ideas into reality, and make the process feel effortless along the way. We can help with… Cross-reality, persistent experiences Powered by Google, AI, and massive compute, we’re not just making digital events – we’re building next-level, always-on experiences that live, evolve, and perform. Accelerated deployment We help teams quickly prototype and deploy sophisticated spatial and AI-powered applications, drawing on powerful Google models like Gemini, Imagen, Lyria, and Veo. Efficient content pipelines Using generative AI, we streamline complex production workflows and build next-generation content (check out our work on The Wizard of Oz at Sphere). Platforms and products We turn creative ideas into products and platforms, using AI to help studios build faster, smarter, and at scale. Digital twins We use AI-infused digital twins as a creative space for teams to visualize, design, and explore massive, complex environments that are too challenging to imagine otherwise. Services Cloud architecture for cross-reality, real-time, persistent experiences  Real-time data integration and modeling  Immersive experience consulting  Cross-reality development support  Solutions Digital twin deployment Multiplayer persistent virtual worlds  Spatial computing & mapping  Cross-platform asset pipeline  Industries Media and entertainment Architecture, engineering & construction  Real estate and venue management  Retail We're actively exploring advanced world-building capabilities in collaboration with Google DeepMind. Our core belief is that the future of content creation lies in immersive world design, where a single, rich world can fuel multiple distribution channels. To support this vision, we are establishing a dedicated Content Creation Tools Product Team, with the strategic goal of fully integrating these powerful tools into OKO, our suite of interoperable apps. Next-gen world-building Learn more Press kit Privacy policy Candidate privacy policy Google partnership Terms of use Disney Remembering: Short Film & AR Experience — Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact Disney Remembering: Short Film & AR Experience Overview Brand Disney+ Client DisneyLAB Studios Technology Augmented Reality Virtual Production Platform Mobile Industry TV/Film Release Date 9th Sep 2022 Awards Monolith Award In celebration of Disney+ Day, Disney premiered the original short film Remembering . The film was directed by Elijah Allan-Blitz and stars Brie Larson. It’s the story of a writer (Larson) who loses an important idea and the journey her inner child goes on to find it. Magnopus produced Remembering using virtual production techniques and created a companion AR experience to extend the 'World of Imagination' beyond the screen and into the audience's home. “A charming fairytale that uses technology to bring magic off the screen and into your living room” - Jon Favreau, Director Extending the world of the film beyond the screen The director and Disney wanted a powerful way to elevate the viewing experience of the film for Disney+ Subscribers. The challenge was to capture the surprise, joy, and wonder Larson’s character feels and allow Subscribers to feel the same. We produced Remembering using game engine assets filmed on an LED stage, using the full potential of virtual production techniques. We then published those assets into a mobile AR application, also built in a game engine, to extend the 'World of Imagination' beyond the screen, into the audience's home Available via an app to select Disney+ subscribers, the first interactive content on Disney+ is triggered by specific moving images. When prompted, Subscribers simply hold their device up to their TV screen to see an enchanting waterfall scene expand into their real-world living room, complete with frolicking dolphins, bright blue butterflies, and blossoming trees. When developing the app, ease of use was top of mind. So all it takes is for the Disney+ Subscriber to scan the room they’re viewing the film in, then wait for the prompt in the movie to hold up their device. Remembering: The AR Experience is the first AR app that connects directly in sync to content on a streaming platform. This first-of-its-kind companion app provides an early look at the potential of AR experiences to enhance movie storytelling when viewers are watching at home. "This is part of the future of how humanity will interact with entertainment. The AR experience moves away from a typical passive experience of streaming and allows viewers to engage with it in a deeper way. That makes it something that you’re going to remember on a deeper level than just something you watch. It’s actually something you did." Elijah Allan-Blitz, Director Discover similar projects from Magnopus Nissan: A virtual motorverse! How we worked with Nissan to create the world’s first automotive experience fully utilising augmented reality. Learn More > Dubai Expo 2020 Bringing to life Expo 2020 Dubai’s vision of ‘Connecting Minds and Creating the Future’ in the Metaverse. Learn More > Let’s build tomorrow, today. Ready to unite the physical and digital in new ways? We’re here to turn your vision into a reality. Get in touch AR App Development Executive Producer Daisy Leak Creative Director Craig Barron Technical Director Russ Klinkerman Technical Advisor David Swift Tech Art Director David Dalzell Producer Gabriel Blake Lead Artist Tony Kwok Lead Engineer Richard Zirbes Lead UI/UX Designer Nicolas Hardie Project Manager Brett Skaggs Project Manager Max Geiger Project Manager Josh Taylor Engineer Bobby Speck Engineer David Mazzocco Engineer Scott Holman Digital Effects Artist Sidney Olluyn Digital Effects Artist Justin Dykhouse Tech Artist Hugh McCullom Lighting Artist Liesbet Segaert Lighting Artist Emerick Tackett Animator Mike Ryan Concept Artist Frank Capezzuto III Designer Daryl Kimoto QA Manager Matthew Alcala Release Manager Peter Geiss Release Manager Alicia Mirelez Production Coordinator Eddy Garcia Full Credits Visual Effects and Virtual Production Visual Effects Supervisor Craig Barron Virtual Production Supervisor Alex Henning Senior Producer Max Geiger Senior Producer Kelsey Wong Associate Producer Gabriel Blake Virtual Production Art Director James Grant Lead Artist Kellie Brewart Lead Technical Artist Luke Schloemer Environment Artis t Frank Capezzuto III Environment Artist Bear Savage Environment Artist Craig Tolliver Environment Artist Nick Paparazzo Digital Effects Artis t Daniel Naulin Lighting Artist Daryl Atkins Lighting Artist Emerick Tackett Digital Matte Painter Rick Rische Compositor Jason Tranetzki AR Prototype Development Creative Director Craig Barron Associate Producer Gabriel Blake Rapid Prototyper Nick McClure Engineer Guillermo Quesada Lead Artist Devon Mathis Concept Artist James Grant Concept Artist Frank Capezzuto III Environment Artist Sarah Hudson Semple Environment Artist Kellie Brewart Animator Mike Ryan Digital Effects Artist Daniel Naulin Digital Effects Artist Justin Dykhouse Previous Previous Capture The Music: NITEWAVE Next Next Westworld Season 4: Real-time Environment Buildout Press kit Privacy policy Candidate privacy policy Google partnership Terms of use Life at Magnopus | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact A FUSION OF HOLLYWOOD, SILICON VALLEY & GAMING We wanted to put the audience inside the movie or help the magic escape the screen. We couldn’t find any companies doing that, so we founded Magnopus. Since 2013, it’s all we’ve been doing. Whether it’s AR, VR, Web, or Mobile, we bridge the physical and digital to create seamless, meaningful experiences. WE TURN THE UNKNOWN INTO ACTION  – SOLVING PROBLEMS OTHERS CAN’T EVEN DEFINE WHAT WE DO Spatial experiences View projects Digital performance View projects Innovation & R&D View projects Virtual production View projects "Every day has new and exciting challenges to explore and overcome. It's never boring as you're constantly learning new skills through the progressive nature of the work, but also from talented co-workers and clients." Daisy Leak, Director of Production (US) "I’m at the office daily and enjoy the company of other souls that are creative in nature and just a pleasure to be around. There’s never a day when I’m not having fun being at work - how many people do you know who can say that?!" Ian Villamor, Sr. Cultural Ambassador (US) "Since recently joining the team, I’ve really been impressed not just by the level of talent and creativity here, but also by how friendly everyone is! I’m truly excited to see what the future has in store." Siân Adeoye, Associate Product Manager "I get to be on the front line of emerging technologies, collaborating with some of the industry's most talented and passionate minds. Being part of a team that is constantly pushing the boundaries of what's possible is incredibly fulfilling." Ceri Llewellyn, Director of Production (UK) "During my six years here, I have worked on some of the most incredible experiences that unite the physical and digital worlds and worked alongside some of the most talented and friendly people. " Pam Peterson, Program Manager TWO LOCATIONS. ONE MISSION From our studios in the US and the UK, our teams are busy turning big ideas into reality.   Opportunities at Magnopus LA   Opportunities at Magnopus UK PERSPECTIVES FROM THE FIELD We don't keep our best ideas to ourselves. Dive into our latest thinking… Blog Gaussian splats at work in the Allee Willis House: 10 key takeaways for 3D creators Why it looks 'amazing': The foundational rules of visual composition Digital copies, digital twins & digital simulations: what’s the difference, and why it matters How we render extremely large point clouds Connected Spaces: what are they and how are they shaping the spatial internet? Code to live by — product engineering philosophies by a successful studio Go to the blog WE’VE GOT YOU COVERED Comprehensive healthcare We value your health and offer comprehensive plans that can extend to your entire family. Flexible and remote working We offer flexibility for every employee, empowering you to prioritize life and work. Mental wellbeing Access a range of resources and support designed to improve your mental fitness. MEET YOUR FUTURE TEAMMATES Get to know the minds behind Magnopus in Meet The Magnopians , our blog series spotlighting the people who make it all happen. Blog From a virtual concert for Sebastián Yatra to directing an official music video for Daft Punk, Addison Herr specializes in XR music experiences and innovative visual storytelling. Dive into the Q&A to learn how VRChat raves led him into design, what inspires him, and what he’s reading right now! Meet Sarah Hudson-Semple, a lead artist at Magnopus. Learn more about her journey from studying sculpture in Florence to leading virtual production projects, mentoring artists, and creating groundbreaking immersive experiences that blend art and technology. We sat down with Jon Raftery, one of our lead engineers who’s recently joined us to find out why he took a leap from the AAA games industry to escape “more of the same”. This week, we chat with Eugenia Chung, a producer at Magnopus leading innovative projects like Fortnite Concert experiences. She shares insights on her role in creating groundbreaking digital stories, her passion for storytelling, and how she strives to make a cultural impact through immersive technology. We sit down with Siân Adeoye, Product Manager at Magnopus, who tells us how her career path shifted from insurance to tech, fueled by a passion for creative problem-solving. Plus, she reveals her go-to karaoke anthem after a voice-losing performance in Japan! We sit down with Roo MacNeill, Lead Artist at Magnopus, who shares how his passion for creativity began with a trial CD of Lightwave and evolved into a career in real-time projects. He tells us about the importance of team dynamics, embracing challenges, and how photography keeps his creativity alive. Plus, he reveals his unique survival strategy for a zombie apocalypse—winning over the undead with gourmet meals! Read more We’re always looking for people who are curious, passionate, and eager to build great experiences. Current openings Press kit Privacy policy Candidate privacy policy Google partnership Terms of use Press Kit | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact For Press On this page Magnopus | Connected Spaces Platform | OKO Magnopus logo guidelines Before downloading our logo, please be sure to follow our basic rules: Don’t alter the shape, proportion, color or orientation of the logos. Keep ‘em black and white, and only as they appear below. Provide at least as much padding around the logo as we’ve displayed below. This helps our logo appear clean and uncluttered. If you have any questions about logo usage, you can reach us  via the contact form. Download Magnopus logos Maintain a half ‘O’ height around logo when possible Connected Spaces & OKO logo guidelines Before downloading our logos, please be sure to follow our basic rules: Don’t alter the shape, proportion, color or orientation of the logos. Keep ‘em as they appear below. Provide some padding around the logo – this helps our logo appear clean and uncluttered. Download CSP logos Download OKO logos If you have any questions about logo usage, you can reach us  via the contact form. Press kit Privacy policy Candidate privacy policy Google partnership Terms of use Mission:ISS: VR Experience — Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact Mission: ISS: Immersive VR Experience Overview Brand NASA Client Meta Technology Virtual Reality Platform Oculus / Meta VR Headset Industry Education Entertainment Release Date March 2017 Awards Emmy Nominated VR Awards Every person on the planet, young and old alike, has wondered about our place in the universe. The idea of space creates a deep yearning for answers and experiences in all of us, and it serves as a common, unifying thread for humanity. Mission: I SS helps people connect with that curiosity firsthand. “ Mission: ISS is an impressively detailed view of life in zero gravity” -Paul James, Road to VR Removing the barriers to exploration NASA’s goal was simple: bring the magic of space travel to everyone. Virtual Reality is uniquely suited for transporting users to environments that are otherwise too dangerous or expensive to reach. With that in mind, Mission: ISS was designed to dissolve those barriers, allowing anyone with a headset to finally experience the reality of life in orbit. Built from authentic NASA models and refined by the first-hand accounts of astronauts, the experience recreates the International Space Station in painstaking detail. Rather than just observing, users are invited to master the station: you can learn to navigate in zero-gravity, dock incoming capsules, and even step outside for a cinematic spacewalk. To ground the experience in reality, real astronauts appear via instructional video clips, guiding users through authentic STEM-based experiments and missions. Because the environment is fully immersive, it achieves a genuine sense of weightlessness—a sensation our astronaut advisors recognized immediately. In fact, more than one remarked that putting on the headset felt exactly like making a return trip. Over five million virtual astronauts Since its 2017 release, Mission: ISS has transported nearly five million virtual astronauts on an unforgettable journey. The experience is a non-profit initiative. It’s freely available on both the Meta Quest store and Steam . It’s been demonstrated at science exhibits, international conferences, fairs, and exhibitions across North America and Europe to wide acclaim. Discover similar projects from Magnopus Nissan’s AR World of Electric Vehicles How we worked with Nissan to create the world’s first automotive experience fully utilising augmented reality. Learn More > Dubai Expo 2020 How we worked with Nissan to create the world’s first automotive experience fully utilising augmented reality. Learn More > Let’s build tomorrow, today. Ready to unite the physical and digital in new ways? We’re here to turn your vision into a reality. Get in touch Oculus Product Manager, Amaresh Kollipara Producer, Kevin Field Developer Strategist, Isabel Tewes Associate Producer, Dorian Dargan VP And General Manager, Laird Malamed Head Of Experiences, Colum Slevin Executive Producer, Yelena Rachitsky Project Manager, Kat Bachert Production Coordinator, Christina Tanouve Audio Director, Tom Bible Senior Sound Designer, Paul Stoughton Communications, Andrea Schubert Legal, Tyler Mah Legal, Shelly Mcgee QA Engineering Manager, Danny Oleson Senior QA Analyst, Jeremy Powers QA Analyst, Scott Smith Special Thanks Commercial Space Consultant, David Knight Composer (Additional Material), Scott Dugdale Video And Image Content Provided Courtesy Of NASA Additional Video And Image Content Provided Courtesy Of ESA Docking Video By Chris Hadfield © Canadian Space Agency, 2014 Oculus, Oculus Touch, The Oculus Logo, Mission: ISS, And The Mission: ISS Logo Are Trademarks Of Oculus VR, LLC Copyright © 2017 Oculus VR, LLC. All Rights Reserved Full Credits Magnopus VR Director , Ben Grossmann VR Producers Daisy Leak Adrian Sciutto Lead Software Engineer, David Swift Lead Mobile Engineer, David Barilla CG Supervisor, Derek Blume 3D Real-Time Supervisor, Luke Schloemer Lead Animator, Kalan Ray Lead Environment Artist, Sung Wook Jang Art Director, Alex Nice Executive Producer, Magdalena Wolf Production Coordinator, Kelsey Wong VR Tech Supervisor, Lap Luu System Administrator, Caio Andrade Production Assistant, Sabrine Allen Software Engineers Chris Chavira Bobby Speck Zo Douglass Sally Slade Digital Artists John Enney Xavier Gonzalez Yong Park Emerick Tackett Brian Magno Sam Knudson Eduardo Borrego Elaine Ho Marcos Shih UI/UX Designers Jenny Yoon Claire Savage Haezeline Go Teresa Fitzgerald Quality Assurance Grant Marzette Andre Gusmâo Jon Querido Formosa Interactive Vice President, Creative Services, Paul Lipson Senior Sound Supervisor, Kristoffer Larson Manager, Production Finance & Operations, Janet Rankin Sound Design And Integration, Alex Johnson Sound Designer, Michael Finley VO Services Mission Control, Sean Chiplock Voice of ISS, Larissa Gallagher Casting Director, Jamie Mortellard Editorial Supervisor, Daniel P. Francis Editorial Manager, Duncan Brown Senior Project Manager, Erica Mehallo Quality Assurance, Chad Bedell Composer, Laura Karpman Engineer, David Natale Engineer, Tyrone Forte Editor, Paul Fonarev Editor, Garrett Montgomery Editor, Bob Rankin Editor, Brett Rothfeld Production Assistant, Julian Nicholson Production Assistant, Angela Muscariello Mobile VR Port Turn Me Up Games Executive Producer, Scott Cromie Producer, Bert Jennings Audio Director, Evan Glesener Art Director, Michael Coronado III Betashapers LTD Producer, Alexey Menshikov Project Manager, Bogdan Repekh Software Engineers Serguei Ivantsov Anatoly Kondratyuk Vitaly "Madmax" Maximov Anton Masnyi Digital Artists Ilia Lukianov Michael Korshunov Alexander Kravchuk Yuri Kholodilov Additional 3D Artwork Red Dot Studio Kirill Tischenko Andriy Tishenko Previous Previous The Wizard of Oz at Sphere Next Next Academy Museum of Motion Pictures - Cyberpunk: A Virtual Production Experience Press kit Privacy policy Candidate privacy policy Google partnership Terms of use Dubai Expo 2020: Cross-Reality Experience — Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact Dubai Expo 2020: Cross-Reality Experience Overview Client World Expo Dubai 2020 Technology Augmented Reality Platform Mobile Industry Entertainment Education Release Date 7th December 2021 Awards XR Award Web Excellence Award Telly Award NYX Award Lumieres Award Lovie Award COGX Award When the Magnopus team flew to Dubai in 2018 to “have some meetings about a possible World Expo project” they didn’t know quite what to expect. But the brief turned out to be inspiring and compelling and so began a complex journey to make it happen. Physical and digital reality in sync. The same content on two different base layers: reality and the digital twin. *AR headset ready. *VR headset ready. The same event viewed from Los Angeles. An AR event viewed in Dubai. “Magnopus and the wider team have unified the most innovative technologies into one integrated experience that truly brings Expo 2020’s creative vision to life in the digital & virtual world.” - Rehan Asad, Chief Program Officer for Expo 2020 Dubai Expo 2020 Dubai promised to host not only the best-ever physical Expo, but also the very best virtual Expo. That commitment and the COVID-19 pandemic challenged us to find a way to share the Expo experience and content with a larger global audience. Extending the magic of the World Expo Expo Dubai Xplorer is a rich digital experience that allows anyone, anywhere to experience the magic of Expo 2020 Dubai with friends, whether on-site or at home. The multi-player experience was available on iOS and Android during the live event, powered by cloud-hosted services developed by the team. Key features included: Real-time connectivity between on-site and remote users. Standing on the Expo site, a visitor could see a friend from the other side of the world (viewed through the lens of their phone) as an avatar they can share experiences with, and communicate with via group creation and messaging. One of the largest deployments in the world of persistent Cloud Anchors, which allowed millions of on-site visitors to enjoy augmented reality spectacles aligned accurately to real-world locations. Remote visitors could access the same AR content and experiences, over a connected digital twin of the site, via an interface similar to popular mobile games like Fortnite or Roblox. A social, interactive digital twin of the 4.38km² Expo site built from architectural files and enriched with content and experiences. Hundreds of artists working around the world spent more than two years creating the living digital replica, enhancing it with dynamic lighting, art installations, animated experiences, and stunning spectacles. Virtual reality was used to collaboratively develop the designs and experiences so they could be tested before the physical site was even built. The gamified platform broke new ground for digital scale and production, expanding Expo 2020 Dubai’s vision of ‘Connecting Minds and Creating the Future’ into the Metaverse. Live layers of experience across physical and digital reality. Vast amounts of content uniting the physical and digital. 60 Character & Quest Interactions 26 AR Activations 195 360° Videos 700+ Avatars & Accessories 250+ Points of Interest 300+ Digital Twin Buildings Our journey with Expo 2020 Dubai began in 2018 designing the visitor experience for the Mobility Pavilion. We quickly discovered that the messages of this Expo needed to be accessible to everyone, anywhere. Working with the leadership at Expo and hundreds of our team around the world , we designed, developed, and delivered a new way to experience it that could serve as a model for the world of tomorrow. — Ben Grossmann, Magnopus Discover similar projects from Magnopus Nissan: A virtual motorverse! How we worked with Nissan to create the world’s first automotive experience fully utilising augmented reality. Learn More > Disney+ Remembering AR Experience How we worked with Nissan to create the world’s first automotive experience fully utilising augmented reality. Learn More > Let’s build tomorrow, today. Ready to unite the physical and digital in new ways? We’re here to turn your vision into a reality. Get in touch Full Credits Multiplayer Experience The multiplayer experience has been in development for nearly three years with world-class partners including Google, Unity Technologies, and Amazon Web Services with key contributions from: REWIND (experience design and platform development) Virtuos (3D asset development) Hexagram (quest narrative design and technology) Pinscreen (avatar technology with AI-driven face synthesis) Dog Studio (web development for Virtual Expo connected to content databases) VIM (BIM conversion technology) Terahard (activation development) Activated Realities (activation development) Source Sound (audio design and development) Magnopus Executive Producer - Daisy Leak Director - Ben Grossmann Head of Studio, UK - Justin Manning Director of Technology - Kevin Mullican Director of Engineering - David Swift Director of Engineering, UK - Sam Birley Animation Director - David Weatherly Art Director - James Grant Technical Art Director - David Dalzell Art Director, UK - Erol Kentli Product Design & Experience Lead - Aisha Sheikh Lead Narrative Designer - Jeff Leinenveber Addison Herr Aileen Semira Jocson Alejandro Delgado Alex Xavier Alicia Mirelez Allison Comrie Andreia Rodrigues Do Amaral Andrew Binder Andrew Bueno Andrew Choi Andrew Dohr Antonella Mazzoni Ashley Pinnick Ben Grossmann Bobby Speck Brandon Maraia Brandon White Brett Jackson Brett Skaggs Brian Magno Caio Andrade Ceri Llewellyn Chad Boyd Chris Chavira Chris Cherubini Chuy Brambila CJ Savage Colter Coates Cosku Turhan Craig Tolliver Daniel Klein Daniel Naulin Darlene Barahona Daryl Kimoto David Carlson David Dalzell David Flamburis David Mazzocco David Ruzicka David Swift David Weatherly Dean Martinetti Derek Blume Derrick Canfield Devon Mathis Dirk Rhynsburger Dylan Markowitz Elizabeth Bolas Ellen Montgomery Fernando Rabelo Filippo Baraccani Frank Capezzuto III Gabriel Blake Gabriela Montes Grant Marzette Gun Tangtrongchit Haezeline Crayon Jacob Elseth James Grant Janet Hwang Jared Sain Jasmine Aguilar Jason Crosby Jeff Leinenveber Jerome Meyers Jesse Braddock Jody McAdams Jonathan Garrity Jonathan Schoonhoven Joseph Talbot Jue Wang Justin Dykhouse Justin Schriefer Kalan Ray Kat Harris Katherine Soldevilla Katie Lafaw Kellie Brewart Kevin Mullican Kevin Shiau Kimberly Greenough Kuang-Hsin Liu Kyle Garrett Lap Luu LaTasha Tobias Liam Fernandez Lisa Hill Lorena Rother Luis Rosario Luke Schloemer Mari Long Maria Matthews Mark Allen Marvin Street Matthew Alcala Matthew Davis Max Geiger Michelle Shyr Mike Ryan Miranda Due Mitch Aseltine Mitchel Clayton Nathan Lange Nicholas Thompson Nick McClure Nick Paparazzo Nico DeLucia Nigel Budden Pam Peterson Paul Im Pierce Caldwell Rachel Victor Ralph Byrd Ralph Roma Raquel Kidd Rey Chang Richard Zirbes Russ Klinkerman Ryan Benno Ryan Roberts Sally Slade Sam Birley Sam Knudson Sarah Bailin Sarah Hudson Semple Sarah King Scott Holman Scott Smith Seth S. Scott Steve Chon Subhechha Bista Tahnee Sauer Takki Thammawan Taolun Guo Teresa Fitzgerald Tommy Honton Tony Kwok Travis Ngov Tricia Stokes Tyler Ohlsen Tyler Sheedlo Vini Lembi Vivek Reddy Xavier Coelho-Kostolny Xavier Gonzalez Yardan Cohen Yerim Lee Yiran Zheng Yong Park Zachary Rock-Zelazny Zo Douglass Previous Pr Blog | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact INSIGHTS & UPDATES Everyone at Magnopus spends a lot of time exploring, tinkering, and forging. So when we find something useful, we like to share it if we can. FEATURED Blog Digital copies, digital twins & digital simulations: what’s the difference, and why it matters Digital copies, simulations, and digital twins may sound similar, but they serve very different purposes. In this article, Sam Birley, Technical Director at Magnopus, breaks down what each term really means — and why understanding the difference is key to building smarter, more connected digital experiences. Read More → From pages to spaces: the internet's evolution and a new era of interoperability In this article, Director of Technology Sam Birley, delves into the evolution of the internet and how Magnopus’ Connected Spaces Platform (CSP) and OKO are shaping its future . Read More → An approach to automatic object placement in mixed reality for more tailored experiences Explore how we built a procedural spawning system from the ground up that allows virtual objects to be seamlessly integrated with a physical room, for tailored mixed reality gameplay experiences. Read More → Connected Spaces: what are they and how are they shaping the spatial internet? Connected Spaces merge the physical and digital worlds to create a better human experience. They are the building blocks of the 3D spatial internet. Learn more about what connected spaces are, and how they can be used. Read More → Magnopus 20/04/2026 Magnopus 20/04/2026 Meet the Magnopians: Ellen Gordon Meet Ellen Gordon, a Technical Program Manager at Magnopus. Ellen is the glue that keeps our technical goals on track. When she’s not unblocking workflows, you’ll find her lost in a fiction novel, trying a new recipe, or planning her next holiday! Read the full Q&A to find out the gift that changed Ellen’s perspective on communication. Read More Sam Birley 13/04/2026 Sam Birley 13/04/2026 How I ended up rendering unlimited Gaussian splats in Unreal In this article, Director of Technology Sam Birley documents his journey to building a lightning-fast Gaussian splat renderer for the OKO Unreal plugin. Discover how a custom instanced-rendering approach can help you handle massive datasets without hitting artificial ceilings. If you're ready to render an unbounded number of splats, this is the article for you! Read More Magnopus 26/03/2026 Magnopus 26/03/2026 Meet the Magnopians: Ben Cornaglia Meet Ben Cornaglia, a Lead Technical Designer at Magnopus. Ben specializes in turning creative "what ifs" into technical reality. Discover his blueprint for creating your own opportunities through genuine connection, why he treats every setback as a level-up, and why his dream superpower is the ability to fly! Read More Roo MacNeill 04/03/2026 Roo MacNeill 04/03/2026 Work smarter, not harder: Using UV-driven workflows to master complex 3D iteration Traditional 3D modeling has its limits, but UV Blendshapes are the secret to mastering complex iterations without the tedious manual labor. If you want to accelerate your pipeline and handle feedback like a pro, this workflow is for you. Read our latest article to learn all about this game-changing technique! Read More Magnopus 25/02/2026 Magnopus 25/02/2026 Meet the Magnopians: Daniel Murdolo Meet Daniel Murdolo, a lead engineer at Magnopus. From graphic design roots to leading the OKO Web team, Dan blends creativity with technical precision. Discover how he tackles setbacks, his "cliché" love for side projects, and the night he spent filming a paranormal documentary in a shutdown jail. Read More Adrian Meredith 12/02/2026 Adrian Meredith 12/02/2026 From high-end VFX to your web browser: expanding the world of Fallout  How do you shrink virtual production assets for a web browser? In this article, we explore the tech behind the World of Fallout . From asset optimization to "baked" video textures, see how we’re pushing the limits of web-based interactive storytelling using OKO. Read More Magnopus 27/01/2026 Magnopus 27/01/2026 Meet the Magnopians: Amy Poyner Meet Amy Poyner, one of the QA managers at Magnopus. Whether she’s overseeing complex projects or coaching field hockey, Amy’s focus is always on supporting the team. Dive into our latest Q&A to learn about her journey from the Fire Service to Magnopus, her competitive streak on the pitch, and her surprising connection to a Strictly star! Read More Liesbet Segaert 15/01/2026 Liesbet Segaert 15/01/2026 Mastering fog: four levels of fog in Unreal Fog is both a technical and artistic challenge – when done right, it can make a scene look more polished, but when done wrong, it can visually undo all your hard work. This practical guide from lighting specialist Liesbet breaks down four fog techniques to help you take your scenes to the next level. Read More Magnopus 09/12/2025 Magnopus 09/12/2025 Meet the Magnopians: Ben Page Meet Ben Page from our recruitment team! Ben is passionate about ensuring positive candidate experiences and is motivated by helping people step into opportunities where they can shine. In this Q&A, Ben delves into what he looks for in new talent, his interest in other languages, and his surprising hobby from his younger years. Read More Tom Yehya 03/12/2025 Tom Yehya 03/12/2025 The dimensional divide: effective communication in 3D space requires a 3D solution Flat 2D communication leads to inefficient collaboration when working with spatial content. This article explains how OKO Comments and Annotations solve this problem. By embedding precise, spatialized communication directly into the 3D environment, we eliminate the historic challenge of working across three dimensions. Read More Magnopus 26/11/2025 Magnopus 26/11/2025 Meet the Magnopians: Camille Hall In this Meet the Magnopians, we chat with Camille Hall from our HR team, who supports every step of the employee journey with empathy, structure, and Midwest charm. Learn about her path from healthcare to immersive tech, the biggest lesson she’s learned in her career, and the surprising fast-food favorite she’ll defend forever. Read More John Yoon 17/11/2025 John Yoon 17/11/2025 Gaussian splats at work in the Allee Willis House: 10 key takeaways for 3D creators In this article, John Yoon documents 10 key lessons from creating over 1,200 Gaussian splats. From understanding mirror illusions and the challenges of flat untextured surfaces to smart camera trajectories and editing workflows, this guide shares practical insights for 3D creators – plus how OKO is able to visualize Gaussian splats to make collaborative digital twins possible. Read More Magnopus 14/11/2025 Magnopus 14/11/2025 Meet the Magnopians: Addison Herr From a virtual concert for Sebastián Yatra to directing an official music video for Daft Punk, Addison Herr specializes in XR music experiences and innovative visual storytelling. Dive into the Q&A to learn how VRChat raves led him into design, what inspires him, and what he’s reading right now! Read More Bex Witty 15/10/2025 Bex Witty 15/10/2025 The art of designing a memorable race track Designing a memorable race track isn’t just about creativity – it’s about making it work. In this behind-the-scenes look at building a chaotic, music-synced track for a Metallica experience in UEFN, learn how smart design choices balance vision, pacing, and technical precision to create a tr Contact Us | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact Get in touch. Got an idea you need help with? 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Though our mad scientists, wild-eyed designers, and eccentric artists are a global community that can be found around the world, we’ve got two secure offices in the US and UK that play host to the bits of hardware & software that don’t fit easily at home. 523 W. 6th St. Suite 330 Los Angeles, CA 90014  United States +1 (213) 337-9950   20 High Street St Albans, AL3 4EL United Kingdom +44 (0) 1727 261007   Press kit Privacy policy Candidate privacy policy Google partnership Terms of use Privacy Policy | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact PRIVACY NOTICE Last updated 18/07/2022 Thank you for choosing to be part of our community at Magnopus LLC (" Company ," " we ," " us ," or " our "). 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We may use your information as part of our efforts to keep our Website safe and secure (for exam OKO | Magnopus 0 Skip to Content Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Studio What we do What we've done Product OKO NODEY The Connected Spaces Platform Use Cases Join Us Current Openings Life at Magnopus Blog Contact Open Menu Close Menu Folder: Studio Back What we do What we've done Folder: Product Back OKO NODEY The Connected Spaces Platform Use Cases Folder: Join Us Back Current Openings Life at Magnopus Blog Contact THE SPATIAL INTELLIGENCE PLATFORM FOR A CONNECTED WORLD THE INTERNET IS FLAT, THE WORLD ISN’T. The future isn’t pages, it’s spaces. OKO enables creators to build Connected Spaces – persistent, real-time collaborative environments unified across realities, devices, and platforms. OKO breaks the barriers between teams, tech, and platforms to keep everyone together across the full lifecycle of a space. SYNC PHYSICAL & DIGITAL WORLDS OPERATE Engineering and construction teams, logistics Manage your space in real-time. Connect live IoT data and AI-driven insights to manage physical infrastructure through a persistent digital interface. DESIGN Designers, creatives, 2D/3D artists Bring your world to life. Use any asset, from CAD and 3D models to Gaussian Splats, to build immersive, high-fidelity environments. SCALE Live ops, managers, executives, clients Deploy without limits. Sync your ecosystem across Web, Mobile, and XR headsets, allowing teams to collaborate seamlessly in a world where physical and digital are one. ENHANCED WITH GEMINI & GENERATIVE CAPABILITIES We're continuously integrating next-generation capabilities to enhance how you interact with and build spatial experiences. Our collaboration with Google AI introduces powerful, generative features directly into OKO. AI-powered scripting (Gemini Integration): Accelerate development by generating complex, OKO-compatible scripts for your space using simple natural language prompts, thanks to our new Gemini AI scripting tool within OKO Web. Generative scene visualization powered by Google Veo 3: Rapidly explore and visualize creative concepts by sending AI prompts combined with camera mode snapshots to instantly generate an imagined view of your scene directly within OKO Web. Nodey (spatial GenAI workflows): Bridge the gap between 2D concepts and 3D scenes with a node-based workspace. Build custom GenAI workflows that turn your OKO cinematic camera captures into production-ready assets without ever leaving the platform. THIRD PARTY INTEGRATIONS HOW DOES IT WORK? Cross reality. Cross device. Cross platform. OKO is a suite of interoperable apps built on the Connected Spaces Platform (CSP) and integrated with our Magnopus Cloud Services (MCS). While OKO provides the user-facing interface, CSP is the underlying open-source infrastructure that handles the heavy lifting – translating complex 3D data across C++, C#, and JavaScript. Anyone can create an account for free . OKO WEB: DESIGNER/DEVELOPER/CONSUMER TOOL A brower app that leverages CSP's TypeScript API, providing users a frictionless way to access or even build their own spaces on any device, anytime, anywhere. Leverage 3D digital twins and intuitive creator tools to visualize large and small venues, stores, or cities. Browser-based behaviors and interactions through in-editor scripting. Universal UI supports reviewers and creators working live together Can be web embedded for interactive consumer experiences. OKO UNREAL: ARTIST/DEVELOPER EXTENSION An Unreal Engine plugin built on top of CSP's C++ API. This allows experienced Unreal users to create best-in-class content with the tools and workflows they're already familiar with, and easily sync that content into OKO spaces. Seamless Integration with existing Pipelines and artists. Leverage current Unreal workflows, including Blueprints across other platforms. Automatic Sync into Spaces on other platforms. Custom Unreal Engine Integrations. OKO UNITY: DEVELOPER TOOL & CONSUMER MOBILE APP The iOS app captures reality and supports co-presence through AR. Create location-based AR experiences, using tools developers already know - Unity Developer Toolkit. Connect Communities and Navigate Smarter through AR for Local Businesses + Interactive Wayfinding. Engage Audiences Anywhere with Mobile AR Experiences DOCUMENTATION Roadmap Release notes Director of Technology Sam Birley discusses the shift from flat pages to immersive spaces – and OKO's role in shaping what’s next – in this article . “OKO is not a game engine like Unreal or Unity. It’s not a DCC tool like Blender or Maya. It’s not an open-source editor like Godot or even an asset sharing platform like Fab. OKO is a suite of entirely interoperable apps that enable creators to build things like digital twins, virtual production scouting, and cross-reality events.” DEEP DIVES Blog Prototyping an MCP server for OKO: an R&D deep dive Digital copies, digital twins & digital simulations: what’s the difference, and why it matters Smarter live event production through the use of digital twins From pages to spaces: the internet's evolution and a new era of interoperability Watch THIS Press kit Privacy policy Candidate privacy policy Google partnership Terms of use
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13%
Schema Coverage
Root-LD is the traveling context pod for this entity — permanent, provenance-grounded. The head <script> block is machine-readable. This section shows the same data to humans. We show the work in both spaces.
Layer 1 — Anchor · Immutable after mint. UUID, federation_id, content hash, timestamps. A new crawl appends to recursive — the anchor is never touched. Law I — Provenance.
rld:anchor — gdr-887f66d9
{
  "uuid": "887f66d9-5386-407c-babe-f31b8a3c683d",
  "federation_id": "gdr-887f66d9",
  "sequence": 0,
  "content_hash": "01a7c4ed3e89c943a40f9bfd6bf7b75951c867694f7bd9cf673de0f0f54efa99",
  "primary_source": "https://www.magnopus.com/",
  "source_verified": true,
  "generation_method": "crawl_extract_v1",
  "spec_version": "1.0",
  "queued_at": "2026-05-17T17:39:18.500179+00:00",
  "minted_at": "2026-05-17T17:39:18.500179+00:00"
}
Layer 2 — Body · Complete measurement snapshot frozen at mint. Identity, SEO, schema graph, six-layer topology fingerprint, ratio signals, navigation. Law II — Temporal Attestation.
rld:body — magnopus.com
{
  "domain": "magnopus.com",
  "canonical_url": "https://www.magnopus.com/",
  "tld": "com",
  "slug": "magnopus-com",
  "status_code": 200,
  "redirect_chain": [],
  "response_time_ms": 2518,
  "ssl_valid": true,
  "server_header": "Squarespace",
  "title": "Magnopus",
  "h1": "WHERE PHYSICAL & DIGITAL MEET TO CREATE EXTRAORDINARY EXPERIENCES",
  "meta_description": "Magnopus unites the physical and digital to create extraordinary experiences. ",
  "lang_declared": "en-GB",
  "schema_types": [
    "WebSite",
    "LocalBusiness"
  ],
  "schema_score": 0.1268,
  "schema_prop_count": 3,
  "schema_gap_list": [
    "issn",
    "funding",
    "provider",
    "genre",
    "wordCount",
    "accessModeSufficient",
    "acquireLicensePage",
    "temporalCoverage",
    "publisher",
    "thumbnail",
    "thumbnailUrl",
    "commentCount",
    "displayLocation",
    "archivedAt",
    "digitalSourceType",
    "assesses",
    "license",
    "keywords",
    "hasPart",
    "funder"
  ],
  "top_semantic_words": [
    "magnopus",
    "platform",
    "experience",
    "oko",
    "spaces",
    "digital",
    "connected",
    "life",
    "studio",
    "done",
    "virtual",
    "current",
    "blog",
    "product",
    "join",
    "openings",
    "cases",
    "nodey",
    "folder",
    "production",
    "experiences",
    "world",
    "reality",
    "real",
    "information",
    "physical",
    "close",
    "director",
    "artist",
    "music",
    "design",
    "technical",
    "immersive",
    "team",
    "creative",
    "projects",
    "space",
    "cross",
    "technology",
    "expo"
  ],
  "ratio_signals": {
    "schema_density": 0.075,
    "nav_ratio": 0.2346,
    "content_to_structure_ratio": 0.089899,
    "external_tld_diversity": 2,
    "self_declaration_coherence": 0.2833,
    "schema_to_navigation_alignment": 0.0,
    "javascript_surface_ratio": 0.0,
    "url_depth_distribution": {
      "depth_0": 4,
      "depth_1": 55,
      "depth_2": 22,
      "depth_3plus": 0
    }
  },
  "semantic_html_ratio": 0.0,
  "javascript_surface_ratio": 0.0,
  "img_alt_coverage": 0.0,
  "robots_complexity_score": 0,
  "ariadne_blocked": false,
  "security_label": "MODERATE",
  "https_enforced": true,
  "freshness_label": "STALE",
  "tld_starjet_url": "https://globaldataregistry.com/registry/tld/ledger/com",
  "schema_starjet_urls": [
    "https://globaldataregistry.com/registry/schema/ledger/website",
    "https://globaldataregistry.com/registry/schema/ledger/localbusiness"
  ],
  "native_text_sample": "Skip to Content\nStudio\nProduct\nJoin Us\nBlog\nContact\nIf you don’t know where else to go… You came to the right place.\nWHERE PHYSICAL & DIGITAL MEET TO CREATE EXTRAORDINARY EXPERIENCES\nWE BUILD ONE-OF-A-KIND EXPERIENCES FOR GLOBAL COMPANIES\n\nFor over a decade, we’ve been the go-to partner for people looking to develop ambitious, world-first immersive experiences across entertainment, education, and everything in between (or beyond). \n\nCheck 'em out\nFEATURED IN TIME’s BEST INVENTIONS LIST: \nCONNECT",
  "topology_fingerprint_version": "1.0.0"
}
Layer 3 — Recursive · Empty at mint. Grows forever through accumulated corpus passes. Common edges (Law V), uncommon edges (Law VI), topology cluster scores. The graph builds itself. Law VII — Torus.
rld:recursive — edge_count=0
{
  "edges": [],
  "appended_at": [],
  "edge_count": 0
}
Root-LD v1.0 · root-ld.org · Law I+II+VII root-ld.org ↗
Schema.org Intelligence scored · graph traversal · Law VI negative space
13% coverage · 2 types · 3 props · 51 gaps · click to expand
13%
Schema Utilization Score
MINIMAL COVERAGE — SIGNIFICANT GAPS
schema.org v2.0.0 · 3 props extracted · 51 gaps · https://www.magnopus.com/
CreativeWorkWebSiteLocalBusiness
◈ Schema Graph — Three-Direction Traversal
Declared: WebSite · LocalBusiness
✓ Implemented
urlownhttps://www.magnopus.com
nameownMagnopus
imageown//images.squarespace-cdn.com/content/v1/618131cf8cd8e779321e9666/51f5ec62-97ae-4e43-a1f8-7f860ea28a69/Magnopus_Kessel_Blk.png
✗ Not Implemented / Gap
knowsAboutgap
keywordsgap
identifiergap
contactPointgap
priceRangegap
emailgap
foundingDategap
addressgap
telephonegap
hasOfferCataloggap
aggregateRatinggap
descriptiongap
legalNamegap
logogap
slogangap
areaServedgap
numberOfEmployeesgap
alternateNamegap
geogap
sameAsgap
openingHoursgap
issngap
fundinggap
providergap
genregap
wordCountgap
accessModeSufficientgap
acquireLicensePagegap
temporalCoveragegap
publishergap
thumbnailgap
thumbnailUrlgap
commentCountgap
displayLocationgap
archivedAtgap
digitalSourceTypegap
assessesgap
licensegap
hasPartgap
fundergap
CreativeWorkancestor +1schema.org/CreativeWork ↗0/111 (0%)
The most generic kind of creative work, including books, movies, photographs, software programs, etc.
fundingprovidergenrewordCountaccessModeSufficientacquireLicensePagetemporalCoveragepublisherthumbnailthumbnailUrl
Thingancestor +2schema.org/Thing ↗3/13 (23%)
The most generic type of item.
nameurlimage
sameAsadditionalTypeidentifierownersubjectOfmainEntityOfPagepotentialActiondescriptionalternateNamedisambiguatingDescription
SoftwareApplicationsibling via CreativeWorkschema.org/SoftwareApplication ↗23 exclusive
A software application.
fileSizecountriesSupportedfeatureListprocessorRequirementsstorageRequirementsreleaseNotessoftwareRequirementsoperatingSystem
MediaObjectsibling via CreativeWorkschema.org/MediaObject ↗18 exclusive
A media object, such as an image, video, audio, or text object embedded in a web page or a downloadable dataset i.e. DataDownload. Note that a creative work may
durationassociatedArticleheightstartTimeplayerTypesha256uploadDateineligibleRegion
VisualArtworksibling via CreativeWorkschema.org/VisualArtwork ↗13 exclusive
A work of art that is primarily visual in character.
weightheightcoloristartworkSurfaceartistartformdepthartEdition
CreativeWorkSeasonsibling via CreativeWorkschema.org/CreativeWorkSeason ↗10 exclusive
A media season, e.g. TV, radio, video game etc.
endDateseasonNumberactorepisodestartDatetrailernumberOfEpisodespartOfSeries
Coursesibling via CreativeWorkschema.org/Course ↗10 exclusive
A description of an educational course which may be offered as distinct instances which take place at different times or take place at different locations, or b
numberOfCreditssyllabusSectionseducationalCredentialAwardedhasCourseInstancetotalHistoricalEnrollmentfinancialAidEligiblecoursePrerequisitesoccupationalCredentialAwarded
MusicCompositionsibling via CreativeWorkschema.org/MusicComposition ↗10 exclusive
A musical composition.
recordedAsfirstPerformancelyricsmusicArrangementlyricistcomposeriswcCodemusicCompositionForm
TVSeriessibling via CreativeWorkschema.org/TVSeries ↗10 exclusive
CreativeWorkSeries dedicated to TV broadcast and associated online delivery.
containsSeasonmusicByactornumberOfSeasonsepisodetrailertitleEIDRnumberOfEpisodes
WebPagesibling via CreativeWorkschema.org/WebPage ↗9 exclusive
A web page. Every web page is implicitly assumed to be declared to be of type WebPage, so the various properties about that webpage, such as <code>breadcrumb</c
breadcrumbsignificantLinkmainContentOfPagereviewedByspeakablelastReviewedspecialtyrelatedLink
Reviewsibling via CreativeWorkschema.org/Review ↗9 exclusive
A review of an item - for example, of a restaurant, movie, or store.
itemReviewedassociatedClaimReviewpositiveNotesreviewAspectnegativeNotesassociatedMediaReviewreviewRatingassociatedReview
Clipsibling via CreativeWorkschema.org/Clip ↗9 exclusive
A short TV or radio program or a segment/part of a program.
endOffsetmusicBypartOfSeasonclipNumberactorpartOfSeriespartOfEpisodestartOffset
Episodesibling via CreativeWorkschema.org/Episode ↗9 exclusive
A media episode (e.g. TV, radio, video game) which can be part of a series or season.
durationmusicBypartOfSeasonactortrailerepisodeNumberpartOfSeriesproductionCompany
Messagesibling via CreativeWorkschema.org/Message ↗9 exclusive
A single message from a sender to one or more organizations or people.
toRecipientccRecipientdateReceivedrecipientdateReaddateSentbccRecipientmessageAttachment
HowTosibling via CreativeWorkschema.org/HowTo ↗8 exclusive
Instructions that explain how to achieve a result by performing a sequence of steps.
prepTimetoolstepyieldsupplyestimatedCosttotalTimeperformTime
Moviesibling via CreativeWorkschema.org/Movie ↗8 exclusive
A movie.
durationmusicByactortrailertitleEIDRsubtitleLanguageproductionCompanydirector
ExercisePlansibling via CreativeWorkschema.org/ExercisePlan ↗8 exclusive
Fitness-related activity designed for a specific health-related purpose, including defined exercise routines as well as activity prescribed by a clinician.
exerciseTypeworkloadintensityrepetitionsactivityFrequencyrestPeriodsadditionalVariableactivityDuration
No child types — leaf node.
◈ Structural Negative Type Space — Constitutional Law VI
◈ Action Branch

No structural connection to the Action branch. Graph position measurement. schema.org/Action ↗ · Law III — meaning is yours.

◈ BioChemEntity Branch

No structural connection to the BioChemEntity branch. Graph position measurement. schema.org/BioChemEntity ↗ · Law III — meaning is yours.

◈ Event Branch

No structural connection to the Event branch. Graph position measurement. schema.org/Event ↗ · Law III — meaning is yours.

◈ Intangible Branch

No structural connection to the Intangible branch. Graph position measurement. schema.org/Intangible ↗ · Law III — meaning is yours.

◈ MedicalEntity Branch

No structural connection to the MedicalEntity branch. Graph position measurement. schema.org/MedicalEntity ↗ · Law III — meaning is yours.

◈ Organization Branch

No structural connection to the Organization branch. Graph position measurement. schema.org/Organization ↗ · Law III — meaning is yours.

◈ Person Branch

No structural connection to the Person branch. Graph position measurement. schema.org/Person ↗ · Law III — meaning is yours.

◈ Place Branch

No structural connection to the Place branch. Graph position measurement. schema.org/Place ↗ · Law III — meaning is yours.

◈ Product Branch

No structural connection to the Product branch. Graph position measurement. schema.org/Product ↗ · Law III — meaning is yours.

◈ Taxon Branch

No structural connection to the Taxon branch. Graph position measurement. schema.org/Taxon ↗ · Law III — meaning is yours.

◈ Gap List (51 properties unmapped)
issnfundingprovidergenrewordCountaccessModeSufficientacquireLicensePagetemporalCoveragepublisherthumbnailthumbnailUrlcommentCountdisplayLocationarchivedAtdigitalSourceTypeassesseslicensekeywordshasPartfunderaccessModeaggregateRatingmaterialaccessibilityControlrecordedAtmaintainertimeRequiredisBasedOneditEIDRsize
+21 more gaps not shown
◈ Source Schema.org — Raw Extraction (2 blocks)
Block 1 · @type: WebSite
{
  "url": "https://www.magnopus.com",
  "name": "Magnopus",
  "description": "",
  "image": "//images.squarespace-cdn.com/content/v1/618131cf8cd8e779321e9666/51f5ec62-97ae-4e43-a1f8-7f860ea28a69/Magnopus_Kessel_Blk.png",
  "@context": "http://schema.org",
  "@type": "WebSite"
}
◈ Source: https://www.magnopus.com/ · Law I — Provenance
Block 2 · @type: LocalBusiness
{
  "image": "https://static1.squarespace.com/static/618131cf8cd8e779321e9666/t/69c40dee2c090821571a4e98/1778854615547/",
  "openingHours": "",
  "@context": "http://schema.org",
  "@type": "LocalBusiness"
}
◈ Source: https://www.magnopus.com/ · Law I — Provenance
schema.org v2.0.0 · source: https://www.magnopus.com/ schema.org/WebSite ↗
Semantic Words 40 words · frequency ranked · Law III
40 words · top 5: magnopus · platform · experience · oko · spaces · click to expand
Top 40 words by frequency from https://www.magnopus.com/ + 26 interior pages (21,506 words total). Stop-words stripped. Ranked by repetition.
#1magnopus174x · 1.41%
#2platform129x · 1.05%
#3experience126x · 1.02%
#4oko125x · 1.01%
#5spaces121x · 0.98%
#6digital116x · 0.94%
#7connected107x · 0.87%
#8life97x · 0.79%
#9studio95x · 0.77%
#10done90x · 0.73%
#11virtual89x · 0.72%
#12current88x · 0.71%
#13blog87x · 0.71%
#14product86x · 0.7%
#15join83x · 0.67%
#16openings83x · 0.67%
#17cases81x · 0.66%
#18nodey80x · 0.65%
#19folder78x · 0.63%
#20production77x · 0.62%
#21experiences74x · 0.6%
#22world74x · 0.6%
#23reality69x · 0.56%
#24real62x · 0.5%
#25information62x · 0.5%
#26physical58x · 0.47%
#27close54x · 0.44%
#28director50x · 0.41%
#29artist47x · 0.38%
#30music45x · 0.36%
#31design42x · 0.34%
#32technical42x · 0.34%
#33immersive38x · 0.31%
#34team36x · 0.29%
#35creative36x · 0.29%
#36projects35x · 0.28%
#37space35x · 0.28%
#38cross34x · 0.28%
#39technology34x · 0.28%
#40expo33x · 0.27%
Law III — frequency measured, meaning is the reader's · source: https://www.magnopus.com/
Text Topology Fingerprint v1.0.0 · very_long · 139,972 chars · Law III
Six-layer pre-linguistic shape measurement. Deterministic. Same input, same output, always. Hash: a02bd046234a9e60eb63854050367cb1...
◈ Signal Matrix
0.245
TTR
0.132
HAPAX
0.868
REP
0.559
BIGRAM
0.538
H2T
0.308
CPRT
5.156
SKEW
31.767
KURT
1.486
C/P
1.769
PENT
0.706
S1P
0.003
NASC
TTR=type-token ratio · HAPAX=hapax ratio · REP=repetition score · BIGRAM=bigram repetition · H2T=hapax-to-type · CPRT=capital token ratio · SKEW=sentence skewness · KURT=sentence kurtosis · C/P=comma-period ratio · PENT=punct entropy · S1P=single-sent para ratio · NASC=non-ASCII ratio
◈ Topology Position
Latin dominant · narrow vocabulary range · short-form declarative register · moderate clause complexity · narrow topic focus · moderate uncommon edge signal
◈ Six Measurement Layers
Layer 1 — Character
0.0025
Non-ASCII Ratio
0.0 = Latin-dominant · 1.0 = fully non-Latin script
Layer 1 — Character
3.2717
Character Entropy
Shannon entropy of character distribution.
Layer 1 — Character
'e' (13222x)
Most Frequent
Highest-frequency character. Law V — common edge.
Layer 2 — Token
0.2447
Type-Token Ratio
Unique tokens / total tokens. Lexical diversity signal.
Layer 2 — Token
0.1316
Hapax Ratio
Tokens appearing exactly once. Law VI — uncommon edge.
Layer 6 — Document
0.5377
Hapax to Type
Hapax count / unique token count.
Layer 3 — Punctuation
1.4858
Comma/Period Ratio
Clause complexity per sentence.
Layer 3 — Punctuation
1.7686
Punct Entropy
Shannon entropy across punctuation types.
Layer 4 — Sentence
720
Sentence Count
Total detected sentences across all crawled pages.
Layer 4 — Sentence
5.1562
Skewness
Positive = long-tail. Negative = conversational.
Layer 5 — Paragraph
0.7059
Single Sent Ratio
High = web copy. Low = academic prose.
Layer 6 — Document
0.8684
Repetition Score
Tokens appearing more than once / total.
◈ Token Length Distribution
1-3
31%
4-6
36%
7-10
28%
11-15
5%
16-20
0%
21+
0%
◈ Density Gradient — TTR per Document Tenth
Front-loaded = abstract/preamble · Flat = consistent prose · Back-loaded = building complexity
◈ Lexical Richness Curve — Rolling Window TTR
0.541.0
Window=50 tokens · Step=25 · 870 data points
topology_fingerprint.py v1.0.0 · sha256: a02bd046234a9e60... · Law III + Law VI
Ratio Signals 8 deterministic measurements · the gap is the signal
Eight deterministic measurements. Law I: every value traces to its source stage.
schema density
0.0750
Schema props extracted / top semantic words.
nav ratio
0.2346
Nav URLs / total internal URLs.
content to structure ratio
0.0899
Total words / raw HTML bytes. Content density.
external tld diversity
2
Unique TLD count in outbound links.
self declaration coherence
0.2833
Fuzzy overlap across title / H1 / meta / schema name.
schema to nav alignment
0.0000
Schema type tokens vs nav link text overlap.
javascript surface ratio
0.0000
Fraction of interior pages JS-gated.
URL Depth Distribution
depth_0: 4 · depth_1: 55 · depth_2: 22 · depth_3plus: 0
Internal URLs by path depth. Depth 0 = root.
Tech Stack · Security · Freshness SecurityLabel.MODERATE · FreshnessLabel.STALE
Sitemap: ✗Robots.txt: ✗Schema.org: ✓Open Graph: ✓Canonical: ✓HTTPS: ✓HSTS: ✓CSP: ✗
Security
SecurityLabel.MODERATE
Freshness
FreshnessLabel.STALE
Server
Squarespace
cmsSquarespace
web_serverSquarespace
analytics['Google Analytics', 'Google Tag Manager']
Ledger Appends 3 ledgers · graph edge traversal · Law V+VII
Every ledger this entity appends to. Follow any link to see every other entity in the registry that shares that TLD or schema type. Law VII — Torus. The corridor never ends.
TLD LEDGER
.com
https://globaldataregistry.com/registry/tld/ledger/com ↗
SCHEMA LEDGER
website
https://globaldataregistry.com/registry/schema/ledger/website ↗
SCHEMA LEDGER
localbusiness
https://globaldataregistry.com/registry/schema/ledger/localbusiness ↗
Law V — Common Edge · Law VII — Torus · 3 ledger appends
Build: national-transit-v1.0.0 Spec: Root-LD v1.0 Status: LIVE Minted: 2026-05-17
magnopus.com · gdr-887f66d9
magnopus.com is recorded in the Global Data Registry — open provenance infrastructure for the machine-readable web.
View the Registry →