Services / AR/VR

AR/VR Experiences

Immersive tech earns its keep when it solves a specific problem — showing a product in a customer’s room, training a dangerous procedure safely, walking a site that is not built yet. We start from the job, then pick the lightest technology that does it.

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AR experience across device sizes

Trusted by teams across education, retail, and services

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{ 01 } — Immersive process

A job to do, then the technology.

We start from the outcome — sell more, train faster, decide earlier — and choose the lightest immersive tech that achieves it. Nobody’s KPI is “wore a headset”.

01

Define the job

  • Use-case & outcome framing
  • Metric agreed up front — conversion, training time, decision speed
  • Device & platform choice — web first
  • Content & 3D asset audit — CAD, scans, photos
  • Performance budget set before modeling starts
02

Build

  • 3D modeling, retopology & optimization
  • AR / VR interaction design
  • Web-based 3D — open a link, no install
  • Performance tuning against the budget
  • Analytics events wired into the experience
03

Deploy

  • Device rollout or web launch
  • Usage analytics & funnel tracking
  • Content update tooling for your team
  • Training & assessment scoring where relevant
  • Iteration on real use, not launch applause

{ 02 } — Web-first 3D

The best AR is the one nobody has to install.

Frame your use case

Headsets impress in demos and gather dust in drawers. Where possible we ship web-based AR and 3D — open a link, point the camera, done — and reserve headsets for training scenarios that truly need them.

The craft is mostly invisible: taking a heavyweight CAD file and making it load on a mid-range phone in seconds. Retopology, texture baking, levels of detail, compressed formats — a performance budget set before modeling starts, because an experience that stutters gets closed and never reopened.

Every experience ships with analytics, so you know it is being used and what it changed — sessions, completions, the step where people leave — not just that it wowed the launch meeting. The metric is agreed before we build; the report is part of the deliverable.

{ 03 } — What we build

Immersion with a purpose.

AR product visualization

Furniture in the room, machine on the floor — true scale, from a link.

VR training simulations

Dangerous or expensive procedures practiced safely and repeatedly.

Interactive 3D configurators

Spin, customize, and price complex products on web and mobile.

Virtual walkthroughs

Sites, campuses, and unbuilt spaces toured from anywhere.

Guided AR workflows

Assembly, maintenance, and inspection steps pinned to the machine itself — hands free, manual closed.

WebXR & 3D web experiences

Product stories and spaces that run in the browser — no app store between your customer and the experience.

{ 04 } — The immersive stack

From CAD file to phone screen.

Web-first by default, native where tracking demands it — and a 3D asset pipeline that treats file size as a feature.

Engines & frameworks
UnityUnrealWebXRThree.js / react-three-fiberARKit / ARCore
Devices
Ordinary phones & tabletsBrowsers — no installStandalone VR headsetsiOS & Android nativeKiosk & showroom screens
3D pipeline
CAD conversionPhotogrammetry & scansRetopology & LODsTexture bakingglTF / USDZ export
Measurement
Usage & funnel analyticsSession completion trackingTraining assessment scoringPerformance budgetsDevice coverage reports

{ 05 } — Ways to engage

Start with one job, prove it, then scale.

Proof-of-value pilot

One use case, one product or procedure, 4–6 weeks — ends with a working experience, real usage data, and a scale-or-stop decision.

  • One use case, clearly bounded
  • Metric agreed before the build
  • Usage data, not launch applause

Full experience build

From asset pipeline to rollout — visualization, training, or configurator — with the content tooling your team needs to keep it current.

  • 3D pipeline set up from your CAD
  • Analytics wired in from day one
  • Content update tooling included

Content & iteration retainer

Ongoing capacity after launch — new SKUs modeled, training modules extended, and the experience tuned on what the analytics say.

  • New models and scenes on cadence
  • Iteration driven by usage data
  • Performance budget held over time

{ 06 } — Use cases

Immersive work that earns its budget.

We build AR/VR where flat screens genuinely fall short — not demos for the sake of demos.

01
Training simulations

Dangerous, expensive, or rare procedures practised safely — factory lines, medical steps, equipment handling.

02
Product visualization

Furniture in the room, machinery on the floor, buildings on the plot — at true scale, before purchase.

03
Virtual showrooms

One space, every SKU configured live — for products too large or too custom to demo physically.

04
Guided AR workflows

Step-by-step overlays for assembly, maintenance, and inspection — hands stay free, the manual stays closed.

05
Site & campus walkthroughs

Unbuilt spaces sold, campuses toured, layouts approved — from anywhere, before the concrete.

06
3D configurators in your store

Spin, customize, and price complex products inside your existing web store — the experience is the sales tool.

{ 07 } — The symptoms

Signs a flat screen is the bottleneck.

Immersive tech earns its budget where the thing itself — its scale, its space, its procedure — is exactly what a customer or trainee cannot see.

Products come back because they looked different in photos.
Training queues behind one instructor and one machine.
Sales conversations stall until a site visit happens.
Your product is too large, too custom, or too dangerous to demo.
Rich CAD models exist but customers only ever see JPEGs.
Last year’s demo headset lives in a drawer.

{ 08 } — What changes

What changes when it is immersive.

Before

Training happens on live equipment, slowly, with an instructor per trainee.

After

Trainees rehearse in VR first — instructors handle assessment, not repetition.

Before

Customers judge a physical product from photographs.

After

They walk around it at true scale, configured to their spec.

Before

Field technicians juggle a manual and a phone call.

After

Instructions are pinned to the machine itself, one step at a time.

Before

The showroom carries a handful of configurations; the catalog has hundreds.

After

Every SKU, every option, configured live at true scale.

Before

Immersive projects are judged by launch-day applause.

After

They are judged by the metric agreed up front — and reported against it.

Get expert guidance on your immersive project.

Book a free consultation call — a senior team member replies within one business day with real thoughts, not a sales script.

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Honest scope and timeline, before any commitment

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Frequently asked questions

Usually not — web AR and 3D run on ordinary phones and browsers; headsets are reserved for training cases that genuinely benefit.

From your CAD files where they exist, or modeled by us — always optimized so experiences load in seconds, not minutes.

Both are valid jobs — but every project defines its metric up front (conversion, training time, decision speed) and reports against it.

Web AR first for reach; native ARKit/ARCore where deeper tracking is needed; standalone VR headsets for simulation training.

A proof-of-value pilot typically runs 4–6 weeks from framing to a working experience with analytics — long enough to build honestly, short enough to decide cheaply.

A performance budget set before modeling starts, then a pipeline that earns it — retopology, levels of detail, texture baking, compressed formats. File size is treated as a feature: the experience loads in seconds on a mid-range phone, or it does not ship.