Wide Horizon Z
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Latency: 24ms

Are you ready to amplify your signal?

Wide Horizon Z operates on a closed frequency, reserved for partners who understand that true immersion begins before the first pixel renders. If you have a concept that demands a custom physics engine, a narrative structure that defies linearity, or a sensory profile that requires proprietary haptic mapping, we should talk. We aren't looking for clients; we are looking for co-conspirators in digital architecture.

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Coordinates

Physical Vector

Via Roma 15
00184 Roma, Italy

Mon-Fri: 09:00 - 18:00 CET

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Digital Frequencies

Primary Uplink

info@widehorizona.com

Direct Line

+39 06 1234 5678

"We usually respond within 24 hours. If your project involves non-standard sensory inputs (scent, temperature, wind), please mention this in the subject line."

Case Study: Collaboration

Project: Neon Drift

Status: Shipped

The Request

A boutique studio needed a physics engine that simulated motion in a zero-gravity noir setting. They had the aesthetic, but the "feel" was floaty and unconvincing.

Physics Engine Haptics

The Method

We reverse-engineered fluid dynamics for micro-movements. Instead of standard "push" physics, we implemented an inertia-based dampening system that required real-time calculation of 32 vectors per frame.

Vector Mapping Custom Code

The Result

The game received critical acclaim specifically for its "weighted floating" mechanic. It became a genre signature. We open-sourced the core math, but the implementation remains proprietary to Wide Horizon Z.

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We treat code as a sensory medium.
Every line is written to evoke a texture, a weight, or a memory.
Collaboration is the only way to build the impossible.

Method Note: Evaluation Protocols

Our collaborative approach is stress-tested against three rigid vectors: Robustness (does the codebase survive iteration?), Latency (is the sensory feedback immediate?), and Signature (does the result feel distinct to Wide Horizon Z?). We do not commit to a scope until we have prototyped the "feel" of the interaction. If the prototype lacks tactile resonance, the project is rejected or re-scoped entirely, regardless of budget.

*We accept a higher initial time investment in prototyping to mitigate the risk of shipping a "hollow" experience. This often conflicts with traditional agile timelines, but it is non-negotiable for our output quality.

Trade-offs & Mitigations

  • Constraint: Rendering Fidelity

    High-density visuals can tax older mobile GPUs.

    Mitigation: Adaptive LOD
  • Constraint: Development Velocity

    Proprietary engines require bespoke tooling.

    Mitigation: Modular Pipeline
  • Constraint: File Size

    Uncompressed audio assets increase payload.

    Mitigation: Stream Compression

We filter for obsession.

We only work on projects that excite us. If you have a concept that requires us to learn something new, invent something, or break a rule, that is the signal we are looking for. Don't send a brief. Send a problem.