How to choose a creative technology studio
Creative technology projects fail in predictable ways, and most of them can be spotted before you sign. These are the questions we would ask if we were on your side of the table, and the answers that should worry you.

We are a creative technology studio, so you should read this knowing we have an interest. But we have also been brought in to rescue enough projects started by someone else to know where they go wrong, and it is rarely where the client expected.
The creative idea is usually fine. What breaks is the bit between the idea and the opening day: the hardware nobody tested in daylight, the content that was built for a screen size that changed, the app that needed a download nobody wanted to do. Choosing a studio is mostly about choosing who handles that bit well.
If you are not sure what creative technology covers, we wrote a short explainer a while back, What is Creative Technology? The short answer is that it is where design, software and physical installation meet, and a good studio is comfortable in all three.
1. Ask to see something that is still running
Show reels are edited. A permanent installation, or a campaign that ran for months, tells you much more than a launch-night video, because it shows the work survived contact with real visitors, real weather and real staff who were not part of the build.
Ask how long it ran and what broke. A studio that says nothing ever broke has either not built much or is not being straight with you. The useful answer sounds like: this failed on day three, here is why, and here is what we changed.
2. Find out who actually builds it

Plenty of agencies sell creative technology and subcontract every part of it. That can work, but it means your project depends on how well several companies talk to each other, usually at the worst possible moment.
Ask which parts are done in house and which are not. Then ask who is responsible when the content looks wrong on the hardware. If the answer involves three company names, expect three opinions on the night.
On our Mauritanian campaign we printed 12,000 posters and built the augmented reality layer in the same team. That is why every one of those posters behaved the same way. It is not the only way to work, but you should know which model you are buying.
3. Ask what happens on day two
Opening day gets all the attention. Day two is when the person who knows how to restart the system has flown home.
Who runs it after launch? What does the support contract cover, and how fast do they respond? Can your own staff fix the common problems, and is there a plain-English guide for them? For anything permanent, ask what it costs to keep running each year, not only what it costs to build.
4. Check they will tell you no
The most valuable thing a studio can do in the first meeting is talk you out of the part of the idea that will not work. If every suggestion you make is met with enthusiasm, be careful. Somebody is going to discover the problem eventually, and it is cheaper if it is them, now.
A good test: describe your idea and ask what they would cut. If they cannot answer, they have not really thought about it.
5. Make them talk about the audience before the technology
If the conversation starts with headsets, LED or AI, steer it back. The useful questions are about people. Who is coming, how long will they stay, what will they have in their hands, and what do you want them to do afterwards? Technology choices should fall out of those answers, not the other way round.
A lot of immersive work fails because it asks too much of the visitor. Downloading an app, queuing for one headset, reading instructions. Each step loses people. Ask the studio how many steps their idea needs before someone is having a good time.
6. Be realistic about time
For a single installation with a clear brief, around eight weeks from sign-off to opening is achievable. A full destination experience, with several connected pieces, takes nearer three months. Faster is possible, but something gives, usually testing.
Be wary of any studio that agrees to your deadline before asking what is involved. Ask to see a rough plan with the testing period marked on it. If there is no testing period, that tells you what you need to know.
7. Understand what drives the cost
Budgets vary enormously and studios are often vague about them. In our experience the cost comes down to a handful of things: how much original content you need, how much hardware has to be bought or hired, how long it needs to run, and how many times you want to reuse what gets built.
That last one is underrated. A digital twin or a set of real-time content built properly can be used in a sales suite, a trade show stand, a website and an investor presentation. Built as a one-off, it gets thrown away after launch. Ask the studio what you will own at the end and what else it could be used for.
Red flags worth taking seriously
No questions about your audience in the first meeting. A proposal that names the technology before it describes the experience. Every piece of work subcontracted with no clear lead. No testing time in the plan. No mention of what happens after launch. A reel with nothing still running.
None of these on its own means a studio is wrong for you. Three or four together usually do.
And the good signs
They ask awkward questions early. They push back on at least one part of your brief. They can show you something that has run for months and tell you what went wrong with it. They talk about your visitors more than their kit. And they are clear about who you will be dealing with once the pitch team has gone.
If you want to put any of these questions to us, we are happy to answer them, including the uncomfortable ones.