
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.
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 gamesNo 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.

The most played game in the world, across every generation. Your audience is already there, with no acquisition to pay for.
Hundreds of brand activations have already happened. The codes exist, and audiences know how to read them.
The platform imposes nothing. An entire world can be written, modelled and played by your rules.
Players don't look at your brand, they spend hours inside it. Immersion builds a memory that display advertising never gets.
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.
From a stream, a post or a poster. A server address, nothing more.
Their official launcher, their usual version, the one already installed. They paste the address.
In under a minute, with nothing downloaded and nothing configured.
We produce a game that works, and your brand moves into it. You inherit an audience that already exists instead of building one.

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

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.

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.





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.
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.

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.






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.

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.


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.

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.

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

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.

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

Stickers, badges and goodies handed out across every zone of the event, from the competition areas to the living areas.
2 phases, and 3 workstreams that never stop. Click a production step to see what it actually produces.
Depending on the route you pick, you're around the table or you receive our point of view.
Each step feeds the next. Nothing enters the game without going through drawing first.
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.
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.
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.
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.
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.












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.
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.
5 proven formats. If your subject fits none of them, it probably interests us more.
Online or on a physical booth. Your world becomes a place where people spend hours, not an ad space they walk past.
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.
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.
Cinematics, voice acting and lip sync rendered by our engine. An audiovisual production at the cost of an in-game one.
If the subject deserves our time, we'd rather start from a blank page than an existing format.
Tell us the target and the deadline, we'll come back with a proposal.