DF: Our company is full of people that are brave and curious and who are constantly trying to achieve a wow factor. But whenever you are trying to be on the leading edge, you are bound to face challenges. In the case of Bogey Ogre, which was developed with Pukeko Pictures in New Zealand, there were some problems with the technology, logistics, and so on. The Magic Leap headsets we were trying to use are still in development and didn’t play nice with Unreal Engine. The headsets are also cost prohibitive ($2500 USD per unit) and are not even available in Canada at the moment. They’ve also since stepped out of entertainment.
Logistically speaking, we faced issues with the fact that the experience was built inside shipping containers. Our goal was to transport the experience all over the country, from the CNE in Toronto, to the Calgary Stampede, to the PNE in Vancouver, to all over North America. The issue is this requires very specific engineering certificates in each new region. That was an unforeseen challenge. Another issue was obviously due to Covid restrictions, where our throughput of sixteen people was cut to two. We did amazing work on this project, but we also faced a lot of unforeseen challenges.