The ‘Turning Gray Street Green’ app has three AR points with physical markers located on Gray Street in Adelaide’s CBD, each marker with a QR code for users to scan using their smartphone and be taken directly to their app store to download.

Alignment guide-based AR activations are triggered when the physical markers are scanned through the app, enabling users to experience various key elements of Green Adelaide; from an artist render of what that street will look like in future, to how water sensitive urban design is managed.

We produced the engaging E-Learning platform for web delivery, providing services including concept design and development, User Interface (UI), art and animation, and interactive presentation development to create multiple interactive presentations containing text, small ‘sprite’ animations, and interactive mechanisms such as quizzes, word match, worksheets, Q&As and embedded video. The content was suited for year 5/6 students and based on lesson plans and teacher resources, with the goal of increasing participant’s physical literacy skills and mental wellbeing while also creating lifelong physical activity and healthy habits.

The exhibit at the entrance to MOD. is presented on the Street Gallery Touch Screens – a  video wall of ten 55” HD touchscreens mounted side-by-side in portrait orientation to provide a seamless 10800×1920 pixel Windows desktop. The screens offer 32 simultaneous points of touch across the entire surface so multiple people can play, discover and learn at the same time.

It’s a truly stunning canvas to tell a magnificent story of the seasons from the perspective of Indigenous Australians – our first scientists and astronomers.

Awarded WINNER of Permanent Exhibition or Gallery Fitout at the Australian Museums and Galleries Association’s (AMaGA) Museums Australasia Multimedia and Publication Design Awards 2022.

The capacitive screen is 98” and can manage 50 simultaneous touches providing an interactive play space for up to 5 visitors at one time –  which is a good thing as the interactive shows 139 animated character scenes, that trigger 135 card decks, containing 312 double-sided digital cards covering 110 climate change impact facts! We ‘twinned’ the development, with two identical screens and servers located in both Adelaide and Sydney meaning the Museum exhibition team could play as we built.

Visitors can explore the impacts of climate change in the Australian region, both now and in the future as temperatures continue to rise, in the engaging and visually delightful interactive noted as an Exhibition highlight.

Riverland on the Verge leads the way as the future of tourism, using VR technology to transport travellers into the heart of South Australia’s iconic Riverlands, inspiring the viewer to make their virtual experience a reality.

Users experienced Riverland on the Verge by simply downloading the free app and ordering a headset for free from the official Riverland on the Verge site. The experience was set up in South Australian locations with Oculus VR headsets including the Riverland Wine Centre and National Wine Centre of Australia, and seen on South Aussie with Cosi.

After pre-visualisation and production was complete, Tandanya was transformed with animations and sounds created by the studio and projected by over 30 synchronised projectors and a 3D sound system onto screens made of hung gauze and other physical exhibits.

The visual and audio narrative asked the audience to pause, look, and listen at significant places to contemplate the story. Overhead, a 30-metre continuous projection of The Milky Way was created to show the story of the constellations known to the Kaurna as emu, lizard and eagle led the audience to experience the next part of the story, which also included a fog ‘spirit wind’ superbly created by Novatech that amazed audiences. It was one of the most captured images of the experience.

Monkeystack developed and produced the game as our own IP within our Exo Pexo brand of ‘edutainment’ games for young people.

Discover the full Exo Pexo suite of games:

After almost seven months of forced closure due to the pandemic, Tandanya National Aboriginal Cultural Institute celebrated reopening its doors and 30th birthday celebrations with the exhibition ‘Atnwengerrp – Our Apmere, Our Place’. Providing a solution for those who couldn’t physically attend the exhibition had never been more relevant, Virtual Tandanya delivers the captivating qualities of an immersive gallery experience to people across South Australia, the region of Utopia and the rest of the world.

We augmented the space to give the viewer a sense of intimacy, the dark gallery space emphasised by the illuminated monochromatic artwork, digitally capturing the physical space’s specific lighting design. The experience allows users to interact with individual artworks to see the piece in high definition and text information including Artist profiles, specifics on the piece and the option to enquire for purchase, and is accompanied by a music experience created by Jimblah, an indigenous Australian hip hop artist from the Larrakia nation.

Welcome, Operative, to F.A.B.L.E. – aka the Federated Association of Believers, Leaders, and Explorers. Your mission is simple: teleport on board this foreign spaceship and connect with the alien. As you explore this new world, there are protocols to follow. Make sure you check in with the alien as you go, follow the principles of consent, and achieve a two-way flow of information that will benefit both of our races.   

Commissioned by MOD., Monkeystack set about creating an AR triggered app-based experience inspired by early 90s game graphics that is played by moving through the room. The experience can best be described as Barbarella meets the Muppets!

Featuring 6 interactive stations including 3 mini games, visitors to MOD. are guided through the experience via an app on their phone using AR marker recognition and BLE beacons installed throughout the exhibit. The app and interactives all communicate to an offsite database which changes conditions and the user journeys of each unique visitor based on how many people are in the room, leading to a rewarding experience for all

On over 15 various screens we crafted animated sequences for the interactive door panels and touchscreens, various computer boot up sequences and all of the screens on the robot ‘Mother’ by Weta Workshop.

The film had its world premiere at the Sundance Film Festival on 25 January 2019 with distribution across Netflix in several countries on 7 June 2019. It was nominated as one of the thirty-four feature films in competition to be nominated for the 2019 AACTA Awards.