Orio for Brands: Inside the world, not beside it.
Appear in the places players built themselves, in games where creation is the reason they showed up.
Something players choose to build with
Your objects, spaces and vehicles enter the creation layer as materials, not as units served next to play.
Verified before it ever runs
Every creation carrying your brand is played end to end and checked for tone and brand fit before publication.
The studio's own metrics
Sessions, completions and repeat play, reported against the same baseline the studio already uses.
How a brand activation runs.
Bring a brief
The idea, the constraint, the window.
We match a title
Games where your category actually fits.
Players build
Your assets become part of their levels.
Report out
Play metrics on the studio's baseline.
Questions brands ask
+How is this different from in-game advertising?
It is not an ad unit. Your objects, spaces and vehicles enter the game's creation layer as materials players can build with, so your brand appears inside the world players made rather than in a placement beside it.
+How do you keep our brand safe in player-made content?
Every creation carrying your brand is played end to end before publication and checked for playability, tone and brand fit. The studio's rules are resolved before anything is built, so creations start inside the boundaries rather than being filtered afterwards.
+Does the studio have to approve activations?
Yes. Verified creations go to the studio's review queue and publish only when the studio approves them. Nothing reaches players without studio sign-off.
+How is an activation measured?
On the studio's own metrics, not ours: sessions, completions and repeat play, reported against the same baseline the studio already uses.
+What does an activation involve?
Four steps. You bring a brief — the idea, the constraint, the window. We match it to a title where your category fits. Players build with your assets inside that game. Then we report on play metrics against the studio's baseline.
+What does it cost?
Activations are priced per activation, agreed against your brief rather than sold from a rate card.
The best live games aren't buying content.
Their players are building it.
Ship new levels between updates in days, not quarters.
Let's try it on one of your titles.
We agree what success looks like before we start — in your metrics, not ours.
