A brand doesn't advertise inside Minecraft,
it gets built there

We design, develop and run Minecraft games for brands, agencies and institutions. Lasting contracts, a large network of freelancers across every game discipline, and an in-house engine developed over 5 years. Formats, timelines and white label: our offer for brands and agencies.

In the background: streamers reacting to our games

Why Minecraft

No entertainment platform gathers this many people around a single visual language, and none gives this much freedom to those who know how to build in it.

Panorama d'un monde Minecraft construit par le studio, monuments et architectures en blocs
155 M
Monthly players
350 M
Copies sold
1.5T
Views on YouTube
Top 5
Most-watched games on live

A universal platform

The most played game in the world, across every generation. Your audience is already there, with no acquisition to pay for.

A structured ecosystem

Hundreds of brand activations have already happened. The codes exist, and audiences know how to read them.

Creative freedom

The platform imposes nothing. An entire world can be written, modelled and played by your rules.

Deep attachment

Players don't look at your brand, they spend hours inside it. Immersion builds a memory that display advertising never gets.

The player clicks, and they're playing

A modded game forces the player to install external software. More freedom for us, far more friction for them, and an audience lost along the way. We built our own tools to reproduce what modding allows, straight inside vanilla, on the latest version of Minecraft Java.

1

They get a link

From a stream, a post or a poster. A server address, nothing more.

2

They launch Minecraft

Their official launcher, their usual version, the one already installed. They paste the address.

3

They're inside your world

In under a minute, with nothing downloaded and nothing configured.

No modsNothing to install, nothing to update, no file handling.
Latest Java versionThe one players already use, with the features they expect.
Everything server-sideCinematics, creatures, quests and interfaces run on our side, not on their machine.

Sponsoring in-game

We produce a game that works, and your brand moves into it. You inherit an audience that already exists instead of building one.

Le public de l'Expédition Ivarus, joueurs assis et applaudissant pendant la cérémonie

Expédition Ivarus

A 3-day LAN and its game, carried by 4 partners built into the setup rather than bolted onto it. The brands live in the event, in the game and in the streams of the creators on site.

4
Integrated partners
108
Players on site
20h
Hours of live broadcast

Creation made to measure

A complete world, written, modelled and developed for one precise need. The game didn't exist before your project, and it looks like nothing else.

BTPixels, chantier et ville reconstruits dans Minecraft

BTPixels

An awareness game built with ADEME to introduce construction trades, energy performance and the environmental stakes of a building site.

150
Players
18,000
Twitch viewers
1M+
Blocks placed
Grand Prix Digital TopCom 2022Gaming & Digital Marketing Trophy, Gold Award. Grande Cause and Placement categories.
Paris reconstruit en cubes pour les Jeux de Paris 2024

Jeux de Paris 2024

A sports awareness game anyone could play, run for 10 days on a Club France booth. 3 Olympic events rebuilt in blocks, picked up in seconds by people who had never held a controller.

3
Olympic events
500
Players per day
10
Days on the booth
Children of Steel, décor urbain nocturne dans Minecraft

Children of Steel

A bespoke game designed for a single charity evening. Everything was written, built and balanced to fit a few hours of live broadcast, with 24 streamers playing at once.

17.131 €
Raised in one evening
102.356
Peak live viewers
24
Streamers
Inoxtag
Inoxtag
9.4M
Zerator
Zerator
1.63M
Terracid
Terracid
1.1M
Ninjaxx
Ninjaxx
1.84M

Explore Children of Steel

Z'Wonder Battle, décor inspiré d'Alice au pays des merveilles dans Minecraft

Z'Wonder Battle

A charity game built entirely in the Alice theme for ZEvent 2025. Sets, creatures and rules created for the occasion, with every 30-minute match played live in front of the stream audience.

38.281 €
Raised during ZEvent
30 min
Per match
1 to 5
Players per match

Competitive events

A competition watched as much as it is played. The format manufactures the audience, the creators amplify it, and the brand sits at the centre of the story for days.

Cité des Nations, monuments du monde reconstruits dans Minecraft

Cité des Nations

A week of online event production, 5 countries competing and 100 international streamers on one server. The format held 7 days on air and still lives on in replays.

100
Streamers
80 K
Concurrent viewers
20 M+
Cumulative views on Twitch and YouTube
7
Days of competition
GEvids
GEvids
9.35M
Bobicraft
Bobicraft
9.24M
Fuze
Fuze
2.8M
Ninjaxx
Ninjaxx
1.84M
Aypierre
Aypierre
1.45M

Explore Cité des Nations

Joueurs réunis en LAN pour Expédition Ivarus à la Grande Arche de la Défense

Expédition Ivarus, the LAN

Europe's largest Minecraft LAN, staged over 3 days at the Grande Arche de la Défense. 108 players on site, 20 hours of live broadcast, a floor built to be filmed as much as played.

108
Players on site
8
IRL challenges
20h
Hours of live broadcast
3
Days of LAN
La Grande Arche de la Défense pendant Expédition Ivarus
The Grande Arche de la Défense, turned into a competition hall for 3 days.

Explore Expédition Ivarus

When the brand becomes a character

On Expédition Ivarus, Pyl.Tech didn't buy an ad slot. The brand entered the fiction of the game, the set, the event floor and even the trophy. Here is what that looks like, concretely.

385,500 hours of exposure across platforms

Capture d'un stream d'Expédition Ivarus, le scoreboard en jeu affiche le logo Pyl.Tech
Détail agrandi du scoreboard, le logo Pyl.Tech et le niveau Pyl du joueur

The logo inside the scoreboard

It isn't displayed next to the game, it is part of the interface. On every player's screen and therefore in every stream, alongside the progress of the match.

Pyl, le robot navigateur qui accompagne le joueur, aux couleurs de Pyl.Tech

The player's robot is called Pyl

Every player is accompanied by a navigator robot for the 3 days. It carries the sponsor's name and art direction. Not a skin, a character in the story.

L'équipe Pyl.Tech en maillot sur le site de l'événement

The team on site, in jersey

The sponsor doesn't watch the event from a distance. Its teams play, meet the players and appear in the content shot on site.

Affiche de recrutement Pyl.Tech aux couleurs de l'Expédition Ivarus

A job posting inside the set

The recruitment poster was drawn in the game's own world, then installed in-game and on site. The brand message becomes a piece of fiction.

Le trophée de l'Expédition Ivarus, gravé au nom de Pyl.Tech

The trophy carries its name

Modelled for the event and engraved with the sponsor's name, handed over by one of its representatives at the closing ceremony.

Stickers et goodies Pyl.Tech distribués aux joueurs sur place

Objects the players keep

Stickers, badges and goodies handed out across every zone of the event, from the competition areas to the living areas.

Played by the biggest creators

Better than words, THE REALITY

In-game

How a game is made here

2 phases, and 3 workstreams that never stop. Click a production step to see what it actually produces.

Ideation phase

Depending on the route you pick, you're around the table or you receive our point of view.

WorkshopImmersion in your brand and your objective.
BrainstormingWide open, with no feasibility filter.
ShapingThe leads become playable proposals.
Sign-offA single direction goes into production.

Production phase

Each step feeds the next. Nothing enters the game without going through drawing first.

Concept art d'un navire volant, recherche au trait Portrait de personnage en pixel art, le capitaine Modèle 3D d'un personnage, le capitaine Olav Deux personnages animés en duel dans l'outil d'animation Île volante construite dans Minecraft, navire amarré Intérieur meublé, éclairé et habillé dans Minecraft
Continuously, from the first day to the last

Development, infrastructure and game design run alongside the whole chain. The servers that will hold on event night are prepared at the same time as the rules of the game.

What sets us apart

Minecraft provides no music, no cinematics and no character animation. Everything that gives a game a soul has to be made. That is exactly where the gap between an activation and an experience is decided.

Studio recording

Music and sound design

Our soundtracks are written and then recorded by a symphony orchestra. Over 2 hours of music for a single one of our games. Sound isn't a layer added at the end, it is part of the game design.

100% in-game, no retouching

Cinematics and lip sync

Camera paths, staging, dialogue synced to the characters' lips. Everything is rendered in the game, with no post-production. What the player sees is what the engine produces.

Creature and character animation

Minecraft animates nothing beyond its own mobs. Every creature below was modelled, rigged and animated by our teams, then played live in front of the ZEvent audience.

Animation d'Alice en jeu
Animation du Chapelier en jeu
Animation de la Chenille en jeu
Animation du Papillon en jeu
Animation de la Théière en jeu
Animation de la Montgolfière en jeu
Animation du Paquet de cartes en jeu
Animation d'un Sbire en jeu
Animation d'une Tour en jeu
Animation de la Chronosphère en jeu
Animation 2D de la mascotte Celestin
Animation 2D d'une prise de pêche

The engine, our real advantage

Minecraft is not a game engine. Character animation, camera control, driven audio, combat, content generation: none of it exists natively. We built it, and we reuse it from one project to the next. That is what makes campaign deadlines achievable.

100% in-game, no retouchingThe Last Artifact: everything you see is produced by our engine, inside Minecraft.
5 years
Of development
9
Modules available
7
Core libraries
0
Install on the player's side

A large network of freelancers

We don't hire a new studio for each project, we call the same people back. Years of contracts with an established network, across every game-making craft, mobilised within days.

A large network of freelancers
Art and art direction3D modelling and animationDevelopment and infrastructureGame design, writing and soundProduction and broadcast

What we do

5 proven formats. If your subject fits none of them, it probably interests us more.

  1. 01

    An immersive activation with a game in your image

    Online or on a physical booth. Your world becomes a place where people spend hours, not an ad space they walk past.

  2. 02

    An impact game on a subject you stand for

    Raising awareness of a trade, a cause or an environmental issue. This is the format that earned us a Gold Award at the Grand Prix Digital TopCom.

  3. 03

    A competitive LAN, from the floor to the broadcast

    The venue, the format, the game, the control room and the creators. We staged Europe's largest Minecraft LAN at the Grande Arche de la Défense.

  4. 04

    An animated film shot in the game

    Cinematics, voice acting and lip sync rendered by our engine. An audiovisual production at the cost of an in-game one.

  5. 05

    Any other project in the UGC ecosystem

    If the subject deserves our time, we'd rather start from a blank page than an existing format.

Let's talk about your project

Tell us the target and the deadline, we'll come back with a proposal.