Small studio.
Serious about the details.
We started in Kunming in 2012 with no sales team and no big-name clients, just work we could stand behind. Fourteen years later, that's still the whole strategy.
From one small office
to 60+ companies.
We started with websites and interactive H5 for local businesses. Then live screens. Then 3D. Then full systems. Each new skill came because a project needed it, which is how a decade and a half went by.
When property boomed, we built interactive brochures, VR viewings and sales-centre screens. As public-sector work grew, we moved into data platforms and dashboards. When events needed live interaction, we built check-in, lucky draws and phone-linked games. The industries changed. The job — making an idea work in the room — didn't.
One client once called us the Foxconn of interactive work. We took it as a compliment: steady, on time, happy to carry the awkward bits. We'd still rather be called a partner, because beyond writing code we tell you which ideas will fall over on site.
So far: 390+ projects and 5,800+ interactive pieces. Small team, long list. The only reason it works is process, decent archiving and people who'll answer the phone at 3am.
Every step
counts.
No dramatic pivots. Just new skills dragged in by the next project.
Founded in Kunming
First websites and interactive H5 for local businesses.
Into property marketing
Interactive brochures, VR viewings and sales-centre screens opened the door to property and tourism.
Live screens become routine
Check-in, draws, screen games and phone sync put us on event floors and trade-show stands.
The delivery system takes shape
Briefing, build, testing and archiving became a fixed process. Long-term clients passed 60.
Data platforms and visualization
Work shifted from one-off events to business systems and dashboards that run for years.
3D and digital twins
3D, digital twins and exhibition control arrived, for government, industry and agriculture.
Multi-channel and integration
Mini programs, official accounts, WeCom and DingTalk — a fuller business chain.
AI in everyday delivery
AI imagery, speech and Q&A assistants became part of daily work on H5, halls and live interaction.
Four things
that aren't in the contract.
A contract lists deliverables. It doesn't cover how you behave. These four are our own rules.
On time
A schedule is a promise. If we can't hit it, you'll hear that before the quote, not three weeks after kickoff.
Changeable
Requirements change. That's normal. We talk through the impact and the cost first, then change it. No last-minute surcharge.
Resilient
An event gets one shot. Dead network, dead device, a flow swapped at the last minute — we've got a plan for each.
Archived
Source, assets and docs archived for good. Next year's update starts with facts, not guesswork.
Small team,
whole chain.
Strategy, design, frontend, backend, 3D and ops sit at one table, so problems don't get forwarded between companies.
Strategy & interaction
Turning a communication goal into a reason to take part. Starting with why anyone would want to play.
Visual design
Interfaces, motion and 3D, kept inside one brand language.
Frontend
H5, mini programs, screens and 3D interaction. Adapted screen by screen and tuned for speed.
Backend & data
APIs, permissions, draw concurrency, dashboards and system integration.
3D & graphics
Modelling, lightweighting, rendering and digital twin scenes.
Operations & on-site
Cloud resources, security, monitoring, backups and on-site cover during events.
What we say,
we do.
No brochure needed. This should be the baseline for any technical team.
24/7 response
Holidays included. Someone answers on show day, and someone fixes the 3am failure.
Paperwork in a day
Contracts, invoices and payments done inside one business day. You shouldn't be waiting on admin to launch.
No holiday surcharge
We work normally through the Spring Festival, and we don't add a zero because the calendar looks tight.
Talk first, change second
We assess the impact and the timeline, then execute. No do-now, price-it-later.
Different projects,
staffed differently.
Same roles, different numbers and timelines depending on the job. You'll see the staffing in the quote, up front.
Interactive H5 and mini games
Strategy, visual and frontend — three or four people. Standard jobs ship in about four weeks. Tight deadlines get planned day by day.
Live screens and events
Frontend plus ops, two or three people. Rehearsal, device checks and on-site cover included.
Digital space and halls
3D, frontend and backend, five to seven people. Modelling, interaction and controls are phased and signed off scene by scene.
Platforms and mini programs
Backend plus frontend, planned in iterations. Ops takes over after launch, so support doesn't walk out the door.
Let's talk
about a project.
Skip the small talk. Tell us the goal, the date and the blocker. Specifics get you a faster, more useful answer.
How we work