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Virtual Reality Tower Defense | Project for ESET Spain

TECHNOLOGY
IMMERSIVE TECH
USE CASE
EVENTS
CLIENT
ESET Spain is the national subsidiary in Spain of ESET s.r.o., a company specializing in the development of cybersecurity software founded in 1992 in Bratislava. ESET security products are manufactured in Europe and provide software in more than 178 countries and territories.
GOAL ACHIEVED
Attract attendees' attention and generate a flow of lead capture.

VR experience that creates a point of attraction

ESET Spain, present at OWN Zaragoza, relied on DeuSens' Hyperexperience to develop this Virtual Reality project, which was conceptualized and designed as the main focus of its activation at the fair. The proposal was designed to attract traffic to the stand, turning the public's curiosity into direct participation and interaction in line with the brand's message.

The objective was twofold: to generate sustained attention and enhance brand perception, as well as to capture attendee data to fuel subsequent marketing actions.

To this end, the experience was integrated into a complete flow of registration, gameplay, and public visibility of results. The activation was articulated through a landing page where attendees entered their data before accessing the game. This entry point turned the flow of visitors to the stand into an orderly and measurable registration system, connected to the rhythm of the experience.

The flow was designed to be fast and understandable: registration, access to VR, game, and final result. The mechanics allowed for user rotation without losing focus on the main objective of the campaign: to transform participation into useful data for ESET Spain.

 

Cybersecurity narrative turned into a Virtual Reality video game

The playable core combined tower defense with a first-person shooter thanks to the VR format. The experience was set in a futuristic virtual environment that simulated the interior of a computer. The storytelling placed the player as an active part of the defense: the “data packets” advanced toward the core of the system and, if they were not stopped, the computer was compromised.

The narrative incorporated a security scanner representing ESET Spain's antivirus software. The packets were initially displayed as correct data, and as they passed through the scanner, some changed color to reveal the infection. That moment turned a technical concept (threat detection) into an immediate visual signal that was understandable to any audience.

The game included three difficulty levels that adjusted the number of corrupted packets, their speed, and their lifespan. This scalability allowed the experience to be adapted to a variety of profiles—from casual users to more skilled players—while maintaining the sense of challenge and the idea of “helping” to protect the system alongside ESET Spain.

 

Immersion and realistic interaction design with Unity

Development was carried out in Unity and focused on providing solid and accurate interaction, which was key in a trade show experience with very different users. The laser rifle was designed as the main element of gameplay: it included a digital sight, precise aiming response, and recoil.

To reinforce the feeling of impact, the recoil was accompanied by haptic vibration in the controllers. This combination increased immersion and added consistency to the action, making each shot feel physical and controllable even in fast-paced games.

 

Results: attention, participation, and data for future campaigns

At the end of each game, players could check their score and see if they were among the top scores on a leaderboard projected on the screen. This layer of competition added a reason to repeat, compare results, and attract attention from outside the booth.

The effect was immediate: the scoreboard turned each game into content visible to other attendees, reinforcing the flow of participation and increasing the time spent around the activation.

The activation thus succeeded in turning the video game into a tool for attraction and recruitment. Pre-registration allowed participant data to be collected in a structured way, while the scoring and leaderboard dynamics sustained interest and generated constant movement around the stand.

The project consolidated a key idea: translating a cybersecurity message into an understandable, playable, and memorable VR experience, where the public participated as an active part of defending the system with ESET Spain.

 

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