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Location-based experience · Brussels 2025-26 · Oostende 2026
Zoo of the Future is Europe's first fully virtual zoo: three life-sized habitats in Brussels where wild animals surround you instead of sitting behind glass.
Walk the frozen tundra, the jungle and the savannah. Projection puts you inside each world. VR takes you deeper. AR on your own phone and touchscreens let you go further. About an hour, at your own pace, for children and adults.
Can you feel what it is like to stand next to a wild animal without the animal being there? Screens and documentary footage had never managed it. The experience had to surround visitors, respond to them and stay with them afterwards.
The constraints:
Snow underfoot, wind in the air, emperor penguins sliding past your feet. The stillness does the work. You leave knowing how survival takes shape in extreme cold.
Towering trees, chattering monkeys, macaws overhead. Your eyes follow chimpanzees swinging through the canopy and parrots gliding past. You feel how much life a rainforest holds, and how fast it moves.
Golden plains run to the horizon, giraffes reach for the sky, elephants walk past at full scale. You stand inside the story of Africa's great migrations, part of the landscape.
Each habitat shifts what visitors see, hear and feel the moment they step in. Projection, spatial audio, light and small environmental cues carry them from jungle to ice to savannah, with no cameras and no fences. You hear the jungle before you see it, step into the cool hush of the ice, then feel the savannah open up.
Deliverables:
Need more clarity?
The creative and narrative foundation: one emotional arc, one educational purpose, every moment serving both.
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How the whole experience looks, feels and behaves, across physical and digital layers.
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Every 3D creature, environment and animation, built for cinematic impact and real-time performance.
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The mobile AR app that carries the experience beyond the venue, before and after the visit.
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The VR journey, one of the exhibition's standout attractions, built for long voluntary sessions.
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The projection-mapped environments and sensory design behind the exhibition's atmosphere.
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The creative foundation for the whole campaign: one voice, strong visuals, high public impact.
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The whole production managed from concept to launch and beyond, technical and creative teams aligned.
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Zoo of the Future works because each layer makes the others land harder. A layer is anything that shapes the visit: the story room that tells you how to look, the projection habitats, the sound and light, the headsets and touchscreens, the freedom to wander at your own pace, the staff on the floor, the app you take home, the campaign that brought you in. Only some of that is technology.
Take the penguins. You meet them in the projection room, so when the headset goes on you already know them. When they turn up in the app at home, the visit keeps going. Each moment borrows from the last.
More than 50,000 visitors later, the average visit runs over 60 minutes and the rating sits at 4.6 out of 5.
Six lessons we now carry into every experience we design:
Nobody reads their way through Zoo of the Future. Every layer puts you closer to an animal than a real zoo allows, and that closeness is the message. The technology is how it gets felt.
The 360° story room told visitors what to expect, why it matters and how to move through it. Skip that and people don't know how to engage.
No guided tours, no forced path. Visitors moved through the three habitats at their own speed and picked the layers that interested them. People who feel in control go deeper and stay longer.
Projection, VR, AR, touchscreens and the app tell one story. Meet the penguins in the projection room and you know them when the headset goes on. The app carries them home.
This runs daily for months, with thousands of visitors, so it needed reliable kit, trained staff and the same experience every time.
What we built in 2025 will look quaint in a few years. "Feels real" is turning into "indistinguishable from real" faster than most people expect, and Zoo of the Future proves it already works.
How does a virtual zoo work, how long does it take to build, and could the model work for your venue? These are the questions visitors and venue operators ask us most often.
Need more clarity?
Roughly 7 to 9 months, concept to public opening:
Simpler installations, or ones that reuse existing content, go faster. Anything meant to hold people for an hour or more needs the testing time, for the creative and for daily reliability.
Headsets, on a 3 to 5 year cycle; the content does not have to. Zoo of the Future was built in Unreal Engine, so one set of 3D animals and habitats runs on VR, AR, touchscreens and whatever comes next. Keep content separate from hardware and choose industry-standard platforms, and the 268+ press mentions and brand equity outlive any headset model.
Yes, and the same framework applies wherever people need to grasp something complex: emotional framing, self-directed exploration, deep immersion, continued engagement after the visit. For manufacturing clients such as Toyota Material Handling, interactive 3D experiences shortened sales cycles by 20-30%. Only the measurement changes: B2B tracks lead quality and conversion instead of ticket sales.
Four to six people at peak: one on greeting and tickets, two VR attendants (headsets, queues, light troubleshooting), one roaming host for AR and touchscreens, one technical coordinator. A lean crew works because the experience is built for autonomous exploration rather than guided tours. Training took one day: VR hygiene, common resets, visitor flow, emergencies. In a corporate setting the existing facilities team usually runs it, provided the technology is built robust and simple.
We track behaviour, alongside attendance: dwell time per zone (which habitats resonate), VR session length (when people choose to stay), touchscreen depth (learning), app downloads and post-visit use (what continues at home), and flow patterns (bottlenecks and dead zones). Surveys measure emotional impact and likelihood to recommend. For B2B we track lead quality, sales cycle compression and deal conversion, because experiential metrics have to connect to the outcomes leadership cares about.
Three: VR comfort over long sessions, hardware reliability under daily heavy use, and visitor flow at peak. Comfort came from content design with no artificial locomotion, high frame rates and proper seating. For reliability we chose headsets carefully, kept hot-swap backups and cleaned fast between users. Flow was solved with timed entry, clear wayfinding and VR that is never a mandatory bottleneck. Everything was stress-tested under full visitor load before opening.
Yes, with the right planning it travels well. The digital assets (3D environments, VR, app) are fully portable; only the physical fit-out changes per venue. A travelling version could run in 500-700 m² with fewer VR stations and the same narrative. For multi-location rollouts we recommend a hub model: build the flagship, measure, then template it. Content carries across locations while installation costs repeat, which suits brands, cultural institutions and trade show programmes wanting one consistent experience worldwide.
Yes. Zoo of the Future in Brussels is Europe's first fully virtual zoo: projection mapping, VR and AR put visitors among wild animals in their natural habitats.
Yes. Zoo of the Future has drawn 50,000+ visitors and 268+ press mentions. Visits average over 60 minutes and visitors rate it 4.6 out of 5 across 2,861 responses, engagement most traditional venues cannot match.
Planning a venue, exhibition or experience that has to move people? Let's talk about what a first layer could do for your space.