PlaySys Interaction Framework
1. Overview

Solid Design

PlaySys Interaction Framework is an internal set of tools developed by PlaySys and to be used in various interactive projects.
It’s core fundamentals are based on a well-structured set of resources that PlaySys started developing back in 2007. During these years we kept upgrading, patching, and maintaining its structure, adding new possibilities.

2. Productivity

Development Performances

As a matter of fact, the PlaySys Interaction Framework provides a huge boost that kick-starts any project relieving our designers from learning extra tools sometimes not connected within each other.
Instead, while a part of the team works on the creation of a specific project, another part keeps empowering the tools set used, maintaining what today has an inestimable value in terms of technology and workflow.

PlaySys Interaction Framework
PlaySys Interaction Framework
3. Modules

Precise Toolset

The PlaySys Interactive Framework is an essential part of any software project developed by the agency and includes hundreds of highly optimized modules to manage backend operations, graphics, sounds, and interactive elements. We have operation tools for accessing specific peripherals, tools for parsing data, tools for staging elements on the screen, tools for evaluating data structure, tools for analysis, tools for privacy, anti-piracy and data protection and even tools so specific as tracing rays in a 3D space to get the volumetric content. For any needs encountered up to today, we have a custom made set of instruments.

4. Case Studies

Implementation Areas

Virtual Reality Enterprise applications

Utility Softwares and Small Applications

Action and Adventure video games

Open-world video games

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

First set of scripts for 3dsMax and .NET environment to be used to increase the productivity in 3D computer graphics.

2008

Implementation of C++ code for Unigine and custom data parsers.

2009

Tech demo made in Unigine featuring our internal quest creator tool and data save system.
The project has been named in "PlaySys Tech"

2010

Highly performant Objective-C set of tools for interacting with bidimensional nodes in mobile platforms such as the recently released Apple iOS on iPod Touch and iPad.

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 procedural and generative content creation.

2013

Improved our quest management and data saving tools for better scalability in applications focused on 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. Rewrote some plugins from MaxScript to a compiled and distributable standalone version for third parties.

2016

Improved interactivity, parsing, and lighting tools, especially the ones regarding photometric data for 3D CGI visualization.

2017

A new office has been purchased in the center of Milan resulting in slow maintenance of already existing tools.

2018

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

2019

New interaction tools for Virtual Reality applications and new data parsing schemes.
The project has been renamed in "PlaySys Interaction Framework".

2020

Extended the development tools to Sony PlayStation environment to be used on the development of console videogames.