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Blizzard / 4D VR Darkride: Escape from Dalaran
Award-winning 4D VR flight over Dalaran / Unreal Engine 5 and 6-axis motion
ABOUT
We transformed the city of Dalaran into a 4D VR ride, allowing fans to feel what it’s truly like to escape a Nerubian invasion on the back of Invincible
This massive Unreal Engine VR experience for Blizzard Entertainment has been extremely special for us. It wasn’t just about the visuals; it was about the physical sensation of soaring through the air, synced with every movement in the headset. From scriptwriting to the final realization in Unreal Engine 5, we managed the entire creative process to make the ride as vivid and breathtaking as possible.

CHALLENGE
Don’t just watch the game. Live it. Feel it. With all your senses
The challenge was to take a beloved 20-year-old world and make it feel visceral and high-fidelity for a modern VR audience. We moved away from flat screens and invited players directly into the chaos of a 360° first-person escape.
“The hardware integration was handled with our US colleagues from Apex Reality, making it a truly international project. Along the way, we had to deploy a lot of ancient optimization techniques—methods we thought we’d never need to use again, but suddenly became essential.”
CRAFT
120 FPS or nothing: Choosing the Risky Path for Total Immersion
When Blizzard and APEX required 4D synchronization, we rejected static 360° video for Pure UE5 Real-time. By delivering a working prototype in days, we proved that only a live engine could flawlessly couple the 6-axis gimbal’s motion and haptics with the headset, ensuring zero latency between physical sensation and the visual world.




TECH
Pushing 120 FPS in VR leaves no room for overhead
We bypassed heavy features like Lumen and Nanite, pivoting to "Retro-Optimization": fully baked GPU Lightmass and precision HLODs. By keeping full mipmaps in VRAM and optimizing every draw call, we achieved rock-solid stability without sacrificing the iconic scale of Dalaran.
To populate the city, we built a custom Vertex Animation (VAT) pipeline, converting WoW assets into optimized particle systems. This allowed hundreds of animated NPCs at a fraction of the CPU cost. Combined with PSO caching and dithered transparency, we eliminated stutters, creating a seamless, hitch-free journey into the legend.

RESULT
4D VR Darkride: Escape from Dalaran stood out as the most visited attraction at Gamescom 2024, earning critical acclaim
Throughout the entire event, the Blizzard booth remained in a state of siege as fans flocked to experience the ride. This massive footfall was matched by critical acclaim, with the project earning spotlight coverage from IGN, The Wall Street Journal, and Kotaku. Beyond the hype, we delivered a flawless technical performance, providing a seamless 4D experience to thousands of players with zero downtime.




“For the first time, attendees at Gamescom 2024 got to be fully immersed in World of Warcraft all while experiencing the opening events of The War Within. Needless to say it was a challenging and risky endeavor, but when you assemble teams of incredibly passionate and talented people, the sky is the limit!”
WORKFLOW
Global Collaboration: Turning Time Zones into an Advantage
For the 4D VR Darkride: Escape from Dalaran project with Blizzard Entertainment and Apex Reality, we operated across three time zones—Los Angeles, London, and Prague—to coordinate a team of over 70 people. While our US partners were offline, our Prague team pushed the boundaries of the Unreal Engine 5 pipeline, delivering optimized assets and technical revisions by the time the LA team started their day.
This seamless 24-hour development cycle ensured that despite the 'impossible' three-month deadline, production never hit a standstill, proving that transparent communication can bring a AAA vision to life with speed and precision.
AWARDS
Clio Awards
- Silver1
Webby Awards
- Awards4
ADC Czech Creative Awards
- Awards6
Core team
- Pavel Siska
- Vaclav Krbusek
- Tom "Barsweik" Barvik
- Filip "Phorge" Jóźwiak
- Radim Zeifart
- Filip "Phorge" Jóźwiak
- Błażej Żmuda
- Karol Kocik
- Filip "Phorge" Jóźwiak
- Błażej Żmuda
- Karol Kocik
- Jim Evans
- Mariia Prokopenko
- Pavel Belov
- Pavel Jindra
- Filip Jóźwiak
- Jachym Nadvornik
- Tom Stockinger
- Martin Safus
- Frantisek Bayer
- Filip "Phorge" Jóźwiak
- Simon Lansky
- Filip "Phorge" Jóźwiak
- Andre Yatsunski
- Thomas Kraak
- Anatolij Vynokurov
- Pavel Belov
- Filip Jozwiak
- Jaroslav Novotny
- Martina Svojikova
- Radovan Sury
- Jindrich Kravarik
- Katerina Knopova
- Marek Stolun
- Apex Reality
- Sype










