Manchester digital agency Corporation Pop news

Co-Pop's brilliant map for Creamfields 2019

Co-Pop's brilliant map for Creamfields 2019

Creamfields is the biggest dance music festival in Europe and we’ve been working hand in hand with them for over a decade.

As Creamfields’ preferred agency for creative and art direction since 2008, charged with targeting that ever-elusive 16-24 demographic with a 50:50 male - female split, we've helped them deliver sell out festivals every year not just in the UK but as far afield as Argentina, Australia and China with web traffic up 30% year on year.

A small part of this year’s campaign is this brilliant fly-through map of the festival site which highlights features such as arenas, stages, and campsites whilst fitting perfectly into the brand style for 2019.

Our 3D artists were originally asked to create a map which could be printed on the back of lanyards, flyers and billboards. The fly-through video was essentially an afterthought at that stage.

The team went back to basics presenting Cream’s Head of Marketing & Creative with a number of mood boards in keeping with the 2019 brand and styling and after some discussion and much toing and froing, two themes shone through - a simple computer graphic style and a VHS, neon theme redolent of an 80s, American, cop show like Miami Vice crossed with Tron. 

The client gave us loads of reference material including blueprints, site maps, photographs and previous years’ maps which we used as a guide to build the stages and arenas in 3ds Max and Maya. These were placed in a 3D environment in the Unity game engine and, after getting the final thumbs up on the original still image, we added elements such as trees, tents, flagpoles, and the brilliant undulating landscape surrounding the site.

Creamfields are thrilled with the final result and have since added the music and plastered it across their social media where at the time of writing, and with four weeks to go before the event, it’s been watched more than 140,000 times!

VisitAR launches on the Apple App Store

VisitAR launches on the Apple App Store

Our latest app, VisitAR, is now available on the Apple App Store.

VisitAR helps you navigate your way through the streets of Manchester, the UK’s second city, to the HQ of Corporation Pop.

But VisitAR isn’t just another mapping application. Using Apple’s ARKit you can view your current location in a 3D augmented reality map, projected on to any surface in the real world. The map shows your location in relation to Corporation Pop and allows you to easily make a visual connection between the streets around you and the models you see projected in the augmented reality scene. You can even check the realtime availability of parking spaces in car parks nearby.

At any point you can tap on Corporation Pop HQ. This transforms the map view in to a self-guided 3D augmented reality tour of our studio. Once inside, you can meet the Corporation Pop team and read each of our biographies by tapping on our avatars. If you want to arrange a meeting with us you just tap any of the phones in our virtual studio and if you want to view our showreel take a seat on the virtual sofa and watch it in glorious technicolour.

VisitAR is a prototype application designed to demonstrate how augmented reality can be used to enhance visitor experiences by making both the journey and the destination an engaging interactive experience. You can read more about how we made PopCity on our blog. If you have an iPhone 7 or later you can download VisitAR on the iTunes store.

ProReal avatar therapy for young people

ProReal avatar therapy for young people

2015 is off to a flying start as we begin work on a major new contract win to develop ProReal’s 3D virtual environment software for avatar therapy with children and young people.

The ProReal software, which we first developed in 2012, enables a coach, therapist or counsellor to work with their clients to create a visual representation of a situation and their relationships. This can then be used to share ideas, identify problems and consider options for change. This new contract will allow us to extend the use of the software as a therapeutic tool for the treatment of people with mental health issues. 

We will be enhancing the existing landscape and adding new features and props to provide additional relevance to young people. We'll also add functionality to the user management system so that therapists can keep clinical records. A ‘guided self-help’ function will enable patients to use the software in their own time. A tablet version will also be developed and the desktop software will be re-architected to allow offline use in settings where internet use is restricted.

We're delighted to be working once again with user experience experts and long-term partner Sutherland Innovation Labs, who will be tasked with conducting user research which will inform our design decisions. We're also bringing in specialist security consultancy, JustASC, to advise on implementing security provisions that comply with NHS security standards. 

The brief is part of ProReal’s ‘avatar therapy for young people’ pilot, which has just been awarded £970,000 by NHS England’s Small Business Research Initiative Healthcare (SBRI Healthcare).Last year, together with ProReal, we successfully delivered a Phase 1 Feasibility Study (also funded by SBRI Healthcare) to evaluate the use of the software with offenders. 

ProReal Ltd, Chief Executive Andrew Jackson said: “This contract enables us to continue and accelerate the valuable work we started last year. The support and counsel we’ve received from SBRI Healthcare and MindTech has been invaluable enabling us to find solutions to unmet healthcare needs. We started working with Corporation Pop because of their virtual world expertise and we’re really excited to be further developing our relationship with them.”

Channel 4 'Grand Designs' application

Channel 4 'Grand Designs' application

This prototype Connected TV application is designed to support the popular home-building series ‘Grand Designs’. The application provides a user-navigable realistic 3D virtual environment that recreates the buildings shown in the TV programmes.

Pressing the red button on the TV remote gives access to the environment, which can be investigated at will whilst simultaneously watching the TV show. Viewers can enter rooms, look at building details and explore the construction site. Interactive ‘hotspots’ allow the viewer to find out more information about products and materials used in the building.

A map indicates the viewer’s current location within the model whilst a video window shows the broadcast stream. These interface elements can be hidden to create a fully immersive full-screen experience.

Traditional broadcast output often uses 3D models to show environments or objects. However these simulations provide a pre-determined point-of-view and even in a 360º fly-through the perspective is fixed by the render of the model and not the will of the viewer. Also the constraints of the programme format often mean that the model will only appear on screen briefly. Our project creates an immersive and engaging experience by enabling the viewer to explore the 3D environment at will at any point during the course of the programme.

Read more about this project in our case study.


Lives At War online game for schools

Lives At War online game for schools

Today (19th September 2011) sees the launch of Lives at War, our groundbreaking new game aimed at secondary school children learning about life on the Home Front during World War 2.

Developed in partnership with Lighthouse, with funding from the Digital Film Archive Fund and the Heritage Lottery Fund, Lives at War is a virtual world presenting a fictitious Brighton street of the 1940s. The environment uses game mechanics to draw ‘players’ in to the lives and experiences of air-raid survivors, through a number of task-based activities.

Much of the content of the game has been developed with a group of school children aged 14 – 15 working with older people from Brighton who remember the war. Together they have visited museums, galleries and archives, participated in creative workshops, and investigated artifacts and archive films from Screen Archive South East.

We’ve been planning this project with Lighthouse for almost two years now so it’s wonderful to reach the point where we can finally show it off. When we first started scoping the game, browser based 3D worlds were in their infancy but as the project has developed so has the technology. But this process has been about so much more than the technology and one of the most rewarding aspects has been the involvement of the schoolchildren at each stage of the game’s development from researching real life experiences that drive the storyline to producing moodboards for the creation of avatars.

You can read more about the game in our case study and play the game at

The launch takes place at Lighthouse in Brighton and is part of the month-long Brighton Digital Festival so if you're reading this on the 19th and happen to be in Brighton this evening come along and say hello!