🥽 VR • AR • Metaverse • Spatial Computing

VR that doesn't make people ill

Frame budget is the whole discipline. Comfort, locomotion and interaction design come first, because a dropped frame is a physical problem rather than a visual one.

  • VR training simulations for enterprise
  • AR product visualization and try-on experiences
  • 360° tours for real estate and tourism
  • Metaverse and virtual event platforms

What we actually build

Six kinds of project, and what each one demands of the hardware

VR Training Simulations

Rehearsing situations that are dangerous or expensive to stage. The value comes from fidelity in the few details that matter, not from photorealism everywhere.

  • Safety training
  • Medical procedures
  • Equipment operation

AR Visualization

Placing a product or design in the real space it will occupy. Tracking stability and lighting matter far more than model detail.

  • 3D product demos
  • Interior design
  • Real-time collaboration

Virtual Events

Shared spaces for people in different places. Concurrency and voice quality decide whether it works; the environment art does not.

  • Virtual conferences
  • Product launches
  • Interactive exhibitions

Educational VR

Interactive learning for the cases where being inside the thing genuinely helps. Frequently it does not, and a video is cheaper.

  • Virtual classrooms
  • Historical recreations
  • Science simulations

360° Experiences

Captured 360 content — cheap to produce and easy to distribute, but the viewer cannot change anything, which is worth being clear about up front.

  • Virtual tours
  • Real estate showcases
  • Tourism experiences

Metaverse Development

Persistent shared worlds, where the hard parts are moderation, identity and hosting cost. None of those are graphics problems.

  • Virtual offices
  • Social platforms
  • Digital economies

Where it has earned its cost

Four settings where the medium does something a screen cannot

Healthcare

Medical Training & Therapy

Procedural rehearsal and anatomy teaching, built as training aids for supervised programmes — not as clinical or therapeutic devices, and not a substitute for either.

Real Estate

Virtual Property Tours

Remote walkthroughs of a property, which mostly saves the viewings that were never going to convert.

Retail

Virtual Shopping

Try-on and showroom experiences, where the win is usually fewer returns rather than more browsing

Education

Immersive Learning

Field trips and lab work that are otherwise impossible to stage — the cases where the alternative is a textbook rather than a video.

Does it need a headset?

Often a screen does the job for a fraction of the cost. Tell us what people need to understand or practise and we will say whether the hardware earns its place.

Start Your VR Project