Interactive entertainment giant Alterface celebrates 10 years of operation in 2011

FOUNDED in 2001, Alterface develops, markets and implements interactive entertainment solutions.

The company’s exclusive technology and expertise enables it to position itself as a key contact for its many clients, theme parks and museums located all over the world.

Alterface’s unique approach to industry is based on its proprietary Salto software – a powerful solution for all interactive applications. Thanks to its modular and flexible design, Salto can handle all kinds of sensors and drive many different devices such as special effects, sounds, lighting, animatronics and motion seats, among others.

Alterface initially concentrated on edutainment, offering smart, innovative interactive solutions for museums and science centres. However, in an effort to promote further growth, the group began to focus on the wider out-of-home entertainments market.

In 2006, Alterface started to develop interactive cinemas and dark rides featuring 2D and, later, 3D content, along with special effects, motion-based seats and on-screen shooting systems. Two years later the company launched its first media-based interactive dark ride, Reset Anno Zero at Mirabilandia, Italy. Based on a wireless module, the system is easy to install and can fit any venue, any motion basis.

In 2009 Alterface unveiled The House, an interactive dark-ride-in-a-room concept, while in 2010, with more than 30,000,000 players to date, the company continued to innovate by launching the 5Di platform. This multi-content platform is able to play a large portfolio of content either produced by Alterface or other game design companies.

In celebration of its 10th anniversary, Alterface is again at the technological and the entertainment forefront. With the opening of two giant interactive dark rides – Maus au Chocolat in Phantasialand, Germany, and Huntik in Rainbow MagicLand, Italy – and the launch of the largest interactive cinema in the world at Futuroscope, France, Alterface is a clear leader in the innovation revolution.

“Out-of-home is not just a geographical notion,” said the company’s Olivier Vincent. “Outof-home really means to be in a social environment, where people can meet, play, compete and share with others.”