Founder history / Early 2000s

An event release carried in interactive media.

Before Zyel was founded, Chason Wetter worked on an interactive CD-ROM and media experience connected to a Red Bull Miami event and release party.

RecordFounder history before Zyel
FormatInteractive CD-ROM and media experience
SettingRed Bull Miami event and release party

Physical media could extend a live event into a screen experience.

In the early 2000s, a CD-ROM could carry interactive material with a physical artifact people could hold, share, and open on a desktop computer.

The surviving project history places this format in the context of a Red Bull event and release party in Miami. It is a useful example of the period when event media, physical distribution, and computer interaction often met in one object.

What the available history supports.

01

Project identity

The work is retained in founder history as a Red Bull interactive media project.

02

Event context

The remembered brief connects the experience to a Miami event and release party.

03

Physical format

The project was delivered as an interactive CD-ROM/media experience rather than a conventional public website.

04

Period framing

The work belongs to the early 2000s, when physical discs remained a practical channel for event-linked digital media.

A visual cue for the era, not a substitute for the archive.

The accompanying image gives the history an honest visual frame: period desktop hardware, physical disc packaging, and a Miami event atmosphere.

It is deliberately labeled as a historical reconstruction. The composition is illustrative and should not be read as the original interface, packaging, venue, or event documentation.

Good interactive work starts with the moment around it.

The channel has changed, but the design question remains recognizable: how should a digital experience carry the energy and purpose of a real-world launch?

Today that may become a campaign site, product story, motion system, immersive prototype, or connected launch experience. The useful idea is still to shape the media around its audience, setting, and next action.

Build around the moment

Give the launch a memorable digital experience.

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