ZENOS is a real-time game data technology company, founded in 2020 as Virtex Entertainment. We started by rebuilding live esports matches in 3D, which meant reading the full state of a running game, frame by frame. That capture technology now produces ground-truth training data for AI, as ZENOS Data.
Building a virtual stadium so esports fans could watch a match from inside it.
Real-time 3D esports viewing, with avatars and social features.
Live state capture and an open format for game state, built and tested across several titles. The stadium hosts its first live events.
One name for the wider platform: Game Twins, Director and Player.
VTX and Media Engine open-sourced. Director and Player in early access with game and event partners.
The capture stack applied to licensed games, as ground-truth data for AI. Public since 25 August 2026.
Everything ZENOS built read from the same place: live game state, captured once with PRISM and written to VTX, an open format. Game Twins rebuilt the match in Unreal Engine 5, and every product ran on top of them. Director and Player reached early access with partners.
Live state from the running game, frame by frame: entities, transforms, events and match state.
The match re-rendered live in Unreal Engine 5.
Virtex Stadium ran live events for fans in beta. Director, Player and the venue work went to partners in early access.
Figures as of 2026.
The whole map, rebuilt in 3D in the middle of the arena, playing out the match as it happened. Fans could watch from the stands or drop into the map beside the players.
In collaboration with Riot Games, fans watched Worlds together in a virtual stadium dressed for the event, from the quarterfinals to the final.
CAM 1RECCamera and replay control on a Game Twin, built for broadcast teams. The first professional grade virtual production for esports titles ever produced.
A match as playable 3D experience on web, mobile or desktop. Instead of flat video players were able to participate in a real 3d experience inside the game.
An AR tabletop view of a match for an analyst desk, driven by captured game state.
The ability to take live games outside of the original viewing experience and render them for large scale dome displays, a new kind of fan watch party.
Capture had to work on whatever a game was built with. PRISM ran on commercial engines and studios' own, and VTX gave all of them one schema: a shared vocabulary for entities, transforms and events, with per-title detail layered on top.
VTX is the format the ZENOS Data catalogue ships in. It stays open under Apache-2.0, with a public spec and reference reader.
VTX on GitHub →Capture built to work across engines now runs title by title. Every title in the catalogue is captured under a direct licence with its owner.
How licensing works →Building for live viewing meant capture had to be frame-accurate and low-latency. The same bar applies to every session we deliver.
What labs get →