Strivr Labs · Case Study
A high-fidelity R&D environment built to intentionally break and rebuild our CG pipeline.
The Challenge
Strivr's reputation was built on live-action VR. For some clients that quality was a constraint — filming meant flying a crew out and shutting a working facility down. CG was the answer, and we'd done it a couple of times — never as a repeatable pipeline. A CG project for a large account was kicking off, and it needed the pipeline working from day one.
The Strategy
Rather than risk a live engagement, we manufactured a customer: Project Airline, a fictional airline simulation, directed with the same rigor as paid work.
The goal: find every place the pipeline would break, before a paying client did.
The Playthrough
Three minutes as cabin crew
You meet your instructor, who introduces the goal: complete the pre-flight safety inspection checklist. From there, you're on your own.
Green icons mark the bins holding emergency equipment, the same convention as a real cabin. The learner has to find them under time pressure.
Scene huntLocate the equipment before the time runs out.
Three checks, in order: valve off, dust caps secured, pressure gauge. The gauge has to read 1500 PSI to pass.
The gaugeThis cylinder reads below 1500 PSI. It fails.
Using environmental cues, make a decision about whether the equipment passes inspection.
The decisionThree options, including "I'm not sure."
The Pipeline
What broke
Environment generation, MetaHumans, automated lip sync, motion capture — we'd used each of these on its own. The sprint forced us to run them together, on a deadline, with render time budgeted against office hours. Two things broke.
Can you spot the render issue?
This went into the build with a mistake in it. It's obvious once you see it.
Drag to look
Your browser can't render the interactive view — the still above shows the same frame.
A leftover asset from another scene
This character rig, still in the default T-pose, should have been excluded from the render. But because he's a hundred and eighty degrees behind the canister animation, he was missed.
It illustrates the risk of working quickly in a medium like 360: the equirectangular view matters as much as the in-headset review. This mistake shipped — and I'm the only one who ever caught it.
The Craft
Casting someone who doesn't exist
The second break wasn't technical: it was a communication problem. CG characters are assembled by different teams in separate rooms — someone picks the body, someone else picks the voice, someone else animates. The result is only cohesive when direction is clear and effective.
The brief called for a veteran crew member — someone with enough seniority that a rookie would follow their instructions without hesitation. I built the character's voice around that natural authority.
Audition takessame line, different voices
When the voice assets landed with CG, we realized a problem. They had built the character without checking the brief — decades younger than the man I'd imagined. The voice I generated wouldn't work.
On a live-action shoot, recasting voiceover means going out to talent agencies, booking a studio, re-recording. With our new AI-powered voice pipeline, recasting for CG took an hour.
Impact
The demo did more than test our tech; it became our production engine.