1 game. 300 creators. A Greek odyssey to celebrate it.
Client Asobo Studio
Event type Product launch
Participants 300
Date 16 October 2026
To mark the release of *Resonance: A Plague Tale Legacy*, Asobo Studio wanted to celebrate the 300 staff members who brought it to life. A day and an evening spent stepping through to the other side of the screen and experiencing the world they had built from the inside.
The challenge
To give 300 staff members the chance to experience the game they know better than anyone else, and to give them a launch that does justice to the work they’ve put in, whilst also introducing it to those who have worked on other games.
A video game is the result of years of coding, artwork, music and details that no one else will ever notice. Asobo didn’t want just a launch party, but a genuine celebration, designed for the people who created every single pixel. With one clear requirement: when you invite creators into their own world, there’s no room for half-measures.
Our mission
To design an immersive experience in two acts: an afternoon at the heart of one of Europe’s largest digital art centres, followed by an evening on the water. And to ensure that every detail, from the welcome to the DJ’s final track, extends the game’s artistic vision.
When 300 developers, artists and game designers see their environments take over the walls of a former submarine base, they’re no longer just looking at their game. They’re right in the middle of it.
What have we created? Our 8 levels to unlock
The Bassin des Lumières, now open to private hire: a life-size playground
The former submarine base in Bordeaux, just for them. A monumental and immersive museum, matching the scale of the game’s ambition, where 300 staff members come together in a single space to work on a shared project. Not just a reception hall: a whole world to explore.
44 screens in Resonance’s colours
The usual projections give way to the worlds of the game. Landscapes, sets, atmospheres: the 44 screens in the Bassin are fully customised so that each team can see their work displayed on a giant scale. It is the moment when, at a single glance, one realises the sheer scale of what has been created, across more than 12,000 m² of projection surface, from floor to ceiling.
A Greek-style welcome: afternoon tea, gladiator sandals & cosplay
The tone is set from the moment you arrive. Hostesses dressed as Spartans, a Greek-inspired afternoon tea and a cosplayer who brings the game to life. You don’t just walk through a door: you step right into the action.
A roadbook and a candle: the explorer’s kit
Each team is given their roadbook and a candle to use as a torch. In the dim light of the ponds, the light becomes a tool, a guide and a connection. A simple object that transforms the guests into adventurers.


The puzzle game: 300 players, one game master
A participatory team-building activity set within the venue: puzzles to be solved in teams, orchestrated by a game master. For once, those who devise the game mechanics find themselves on the other side of the controller. And they discover the joy of playing together, in a new take on the world they know so well.
The candlelit concert: the soundtrack performed from the stands
The band behind the game’s soundtrack performs it live from the stands at the Bassin des Lumières, by candlelight. Tracks heard hundreds of times in the studio suddenly take on a whole new dimension. It’s the moment when everyone is overcome with emotion.
Oz Boat goes private: the party sets sail
A change of setting, but not of atmosphere. The Oz Boat, which has been entirely privatised, is decorated in keeping with the game’s artistic style. Greek columns welcome guests on board: the journey continues.
Greek menu & DJ: partying until the early hours
Beautifully laid tables, a menu designed as a feast to be shared, and a DJ on the decks all evening. After years of production, the time for sprints and builds is over: it’s time to party.
Behind the scenes
Presenting a game to the people who created it
They are the most demanding audience there is. They recognise every colour, every texture, every musical note. The game’s artistic direction therefore served as our guiding principle for every decision: screens, sets, costumes, menus and stage design. The slightest misstep would have been noticed. Everything had to feel just right.
Customising 44 screens: a real video-mapping project
Transforming the 44 screens at the Bassin des Lumières into windows opening onto the world of gaming is a video-mapping project in its own right. It involves adapting content designed for a games screen to monumental surfaces, aligning each projection with the venue’s architecture, playing with the volumes, reflections and depth of the pools, and then sequencing it all so that the images come to life and interact from one wall to the next. It is invisible work that underpins everything else: if the mapping does not tell the game’s story, the immersion fails to take hold.
The candle as a unifying theme
The same object serves as a lamp for exploring the venue, and then as a shared light source during the concert. A detail of the stage design that links the two highlights of the afternoon and creates a collective image: 300 tiny flames for a single project.
The game master as a conductor
Getting 300 people to play at the same time means managing teams, rules, timing and a level of energy that needs to build without ever getting out of hand. The game master sets the pace, keeps things moving, acts as referee and draws everyone in. Without them, a puzzle game remains just an activity; with them, it becomes an adventure.
From the pools to the boat: never take your eye off the ball
Changing venues runs the risk of breaking the immersion. Greek columns at the reception, décor faithful to the art direction, a themed menu: everything has been carefully planned to ensure the evening is a natural continuation of the afternoon, not a separate event.
A studio releasing a game has only one real question to ask itself: do the people who made it feel recognised? If so, the launch has been a success. If not, it was just another party.
A
You’re launching a product your teams are proud of.
We know how to turn an outing into a moment that nobody will ever forget.