PlaySys Interaction Framework
1. Overview

Solid Design

PlaySys Interaction Framework is an internal set of tools developed by PlaySys to support a wide range of interactive projects.
Its foundation is built on a well-structured collection of resources, first developed in 2007. Over the years, the framework has been continuously updated, expanded, and maintained, adding new capabilities to meet the evolving needs of PlaySys projects.

2. Productivity

Development Performances

PlaySys Interaction Framework gives a significant boost to any project, freeing our designers from the need to learn additional tools that are often disconnected from each other. While part of the team focuses on developing a specific project, another part continuously enhances the framework itself, maintaining what has become an invaluable asset for us in terms of know-how, technology, and workflow.

PlaySys Interaction Framework
PlaySys Interaction Framework
3. Scalability

Modular Toolset

PlaySys Interaction Framework is an essential component of every software project developed by PlaySys, comprising hundreds of highly optimized modules to manage backend operations, graphics, sound, and interactive elements.
The framework includes tools for accessing specific peripherals, such as Sony PlayStation, Microsoft Xbox and Nintendo Switch, parsing and analyzing data, staging elements procedurally on the screen, evaluating data structures, performing advanced analysis, ensuring privacy and anti-piracy, encryption and data protection, and even highly specialized tools like ray tracing in 3D space to capture volumetric content.
In short, the PlaySys Interaction Framework provides a comprehensive set of instruments to meet virtually any need in our daily development workflow.

4. Case Studies

Implementation Areas

Virtual Reality Enterprise applications

Utility Softwares and Small Applications

Action and Adventure video games

Dynamic Product Customizers for e-Commerces

Virtual Reality Escape Room video game

Augmented Reality Enterprise applications

Casual video games

Endless runner video games

Puzzle video games

5. Milestones

Development Timeline

2007

A first set of scripts for 3ds Max and .NET is developed to enhance productivity in 3D graphics workflows.

2008

C++ code for Unigine and custom data parsers are introduced.

2009

A tech demo in Unigine is created, featuring internal tools for quests creation and data saving.

2010

Highly performant Objective-C toolset for mobile platforms such as the recently released Apple iOS on iPod Touch and later on iPad and iPhone.

2011

A new set of MaxScripts to speed up the scene optimization for lighting and rendering purposes. Expanded the toolset for 3D elements to a realtime interaction environment.

2012

Added specific tools for procedural and generative content creation.

2013

Quest management and data-saving systems are improved, with a focus on scalability and storytelling and gamification.

2014

New Virtual Reality and Augmenter Reality instruments for the development on the Oculus Rift DK1 and the upcoming DK2.

2015

Extended the procedural content in Virtual Reality and the performance of Augmented Reality toolsets. Some custom plugins have been moved from MaxScript to a compiled and distributable binary version.

2016

Improved interactivity, parsing, and lighting tools, with great focus on the ones related to photometric data for 3D visualization.

2017

Public announcement of our enterprise multimedia toolset, to be used in audio and video on-demand streaming platforms. Features include account management, payment system, scalable hosting, streaming, CDN, multi-language and subtitles support and analytics reports.

2018

New parsing data for photometric tools and a new HDRI authoring toolset. New experimental tools and further development of our own licensing systems.

2019

Advanced VR interaction tools and data parsing schemes are introduced; the project officially takes the name “PlaySys Interaction Framework.”

2020

Porting of the development tools to Sony PlayStation environment to be used for the development of console videogames.

2021

Cross-platform data serializers tethering mobile, desktop and consoles devices. Improvements to the raytracing rendering core. Refactoring of DLLs for performances.

2022

Full support of home entertainment systems (including format certification). Added full support for PS4, PS5, and Xbox Series in a single scalable project, consolidating console development pipelines.

2023

Core tools are further refined and optimized. High-level implementations are added to help junior developers integrate quickly into the workflow. New low-level functionalities expand the framework’s foundation.

2024

A proprietary texture painting tool is developed and integrated. The overall suite of tools is expanded to cover more production needs, streamlining workflows for both designers and programmers.

2025

A new node-based editor is introduced, allowing level designers to directly implement quests on the game map in collaboration with the development team.