RUSH DIGITAL />
Cutting-edge digital engineering.
We lift barriers between creativity and technology, and converge advanced development into outcome-driven solutions.
Pushing boundaries in gaming, digital, and experiential since 2010 />
We consistently deliver world-firsts thanks to our depth and breath of expertise.
Whether it's a one line brief or a technical labyrinth, let us bring your digital dreams to reality.
Over half of Mexico’s school children won’t finish a single book outside class this year, yet many will spend up to four hours a day playing on a smart device. So we gave kids a way to facilitate their own reading every time they picked up their tablets.
ReadOn is a free app that turns every session on a device into reading time. Instead of a lock screen, kids are met by the page of a children's book. In order to unlock the screen, they have to read the page that's displayed and answer a question about it. They can then choose to keep reading the book, and all the while, parents can monitor week-by-week progress. Kids can choose to heart a book they like, which parents can purchase for them from within their app.
In order to create ReadOn, we had to code a custom smartphone launcher from scratch. The launcher had to override and control the device, as well as sending information to the linked app on the parent side. Bespoke statistics tracking was built and integrated. It monitored speed of reading, pages read of which book, percentage of questions answered correctly, and could be compared with the previous week's reading. Kids could favourite a book which gave the parent the option to purchase the book directly, and send it straight to their child's device.
Cengage Learning Worldwide
FCB New Zealand, FCB Mexico
1000KM Tennis Court />
To make some noise around the ASB Classic and push ASB's message of connecting New Zealanders, we created a real-time tennis game between 2 players, one in Auckland and one in Christchurch, using the power of the internet.
We designed and engineered a technological tennis court in each city which made it possible to play with someone on the other side, in real-time. The activation helped to iterate ASB's brand message of experiencing the future, and was featured in news all over the country. As well as nabbing AXIS awards, it was submitted to Guinness as a world-record.
The solution was to use computer vision to track the tennis balls as they were in-flight. We developed a specialised, custom computer vision system, featuring 4 wide angle cameras looking down over the court. This had to pick up and digitise the ball trajectory through purpose-built control software created by Rush. We built our own tennis ball machines which were capable of receiving information from the other site in less than 100 milliseconds and interpreting it to fire out a ball with similar trajectory and speed within 200 milliseconds in total. A live video wall with a streaming video link between the cities made the game complete.
ASB Bank New Zealand
Saatchi & Saatchi New Zealand, Ambient Media Worldwide
The Great Meatpack Hunt />
To launch their new brew, we created an augmented reality app for Monteith's that put thousands of wild animals out into the streets of New Zealand, and let Kiwis loose to hunt them. Everywhere from their local bars, to their offices.
Designed to create conversation around beer, cider and food matching, the game has been one of the most successful AR campaigns ever. Hunters across New Zealand got the opportunity to win real meatpack prizes by completing levels featuring duck, venison, lamb and beef, and could challenge their friends to find out who was the better hunter. The project won big at Caples and was featured in a Think with Google showcase. Over 2,000,000 virtual shots were fired and all of the beer was sold out across the country.
To create one of the most robust augmented reality experiences the world had seen, we had to research and develop an advanced custom gyro plug-in, a high performance C++ script which filtered noise on sensor data and delivered a consistent experience across all devices and platforms. We built in the ability to scan and recognise product labels as AR markers, as well as billboards which enabled Monteith's to do AR activations. We produced all the 3D artwork, models, and created the Golden Stag, a one-off secret creature which when found and shot by one lucky hunter unlocked the ultimate campaign prize.
Monteith's New Zealand
Cesar Millan's Pack Leader />
Cesar Millan wanted to give his fans a great dog adoption experience. The answer? An app that finds your perfect canine companion in a nearby shelter by appealing to the dog in everyone.
With clever use of facial recognition technology, audio fingerprinting and curated knowledge of dog breeds, we suggested to fans what their canine life companion would be based on their face, bark, and lifestyle. Cesar loved the app, and so did dog lovers all over New Zealand. The app was featured and shown off to audiences all over the world.
Drawing on our video games expertise, an ultra-high performance OpenGL ES 2.0 animation framework ensured quick loading and slick animations that were consistent across Samsung's 10 hero devices while remaining compatible with the over 3500 different other types of Android. NEC facial recognition using the same technology used to protect global airports was integrated into the app to analyse and compare a user's face to over 50 breeds of dog. Using technology and techniques used by the likes of Apple, Shazam and Nokia, we implemented our own fourier-based audio signal processing to compare a user's bark to dozens of different dogs.
Samsung Global, National Geographic United States
QBE wanted to create a memorable activation to launch their Cyber Security Policy. We built them an immersive, futuristic world within their stand in the middle of a bustling exhibition.
We created the QBE QuBE, a fully interactive experience that placed screens on all surfaces with mirrored black walls and ceilings to transported guests into the future. We created and showcased vivid interactive scenarios in a Tron-like city about the future of insurance, including driverless cars, hyper-connected devices and cyber crime. This resulted in 175% more enquiries and proved to be a conversation starter for interactions on many levels.
Leap technology was used in order to create a “Minority Report” style experience that allowed the audience to answer questions, plot paths and interact with the presentation by just moving their hands in mid air. We designed all the 3D graphics and built them into the virtual world, then built frameworks for the depth-mapping sensor inputs which had to control the experience.
QBE Insurance Australia