AR / VR development

Immersion is expensive attention, so it has to be spent where it pays: practising a procedure too risky to rehearse for real, seeing a design at true scale, giving customers an experience they still talk about later. We build AR and VR for those jobs - and build them comfortable, because a nauseating headset experience is worse than none.

Service details

At a glance

  • Training and simulation experiences
  • 3D visualisation and product demonstrations
  • Comfort and performance as first-class requirements
  • Built and tested on your actual target devices

Where immersion is worth the cost

Most things are better on a flat screen - cheaper, faster, easier to share. AR and VR win in specific territory: training that is dangerous or expensive to do for real, visualising things at their true scale, and moments where being inside the experience is the point. We build for that territory, and will say so if your use case sits outside it.

Comfort is not optional

A laggy VR app makes people ill; an awkward AR app gets deleted after one try. Performance and comfort get engineered in from the first build - interaction designed for immersion rather than ported from 2D, and everything tested on the actual devices your audience will use, not just the best headset in the office.

  • Frame rates and comfort treated as hard requirements
  • Interaction designed natively for the medium
  • Tested on the real target hardware

Built to be updated

Content pipelines are part of the delivery, so your team can extend and refresh the experience without a new engagement. Whatever we build hands over like the rest of our work: documented, owned by you, and ready to grow.

Frequently asked questions

Which headsets and devices do you support?
The ones your audience uses - mobile AR through standalone and tethered VR. We build for performance on those specifically, rather than assuming everyone owns the top of the range.
Is AR/VR right for our use case?
It fits best where a flat screen falls short: risky-to-practise training, true-scale visualisation, memorable engagement. If a simpler medium would serve you better, we will say so.
How do you avoid motion sickness and discomfort?
Discomfort is nearly always a performance or design failure, so we treat both as hard requirements and test on real devices throughout.
Can our team update the experience later?
Yes - content pipelines and a documented handover are part of the build, so your team can keep the experience current.

Ready to talk through AR / VR development?

Book a free 30-minute consultation with a senior engineer to see how we can help.