World Labs had released Marble and SparkJS 2.0, their new world model and web render engine for gaussian splat rendering. The missing piece was a finished experience that could show how far the stack could be pushed in practice, not just in a demo environment.
We developed Icare around an alternate version of Icarus, trapped inside a dream world and tasked with reuniting history's greatest thinkers with their tools. That story gave the technical demo a reason to exist: every world, transition, and interaction had to feel like part of a playable mythology.
We worked across game concepting, world design, cinematic direction, and real-time implementation. The goal was to stress-test the stack by building something with scale, atmosphere, traversal, and production polish in the browser.
The finished experience was built to answer the hard question: could Marble and SparkJS 2.0 carry a larger-scale, story-driven game experience on the web? We treated the prototype like a real product surface, pushing the tools until the edges showed and then designing around what we learned.
Icare gave World Labs a more complete expression of what their technology could become: not just impressive rendering, but a fun, immersive browser experience with a clear world, a playable premise, and a finished creative direction.
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