Reality in · immersion out
Physical space
room · objects · light
Sensing & tracking
SLAM · depth · hands
Spatial map + render
occlusion · 90fps
Headset / device
Quest · Vision Pro
AR · VR · MR · digital twins — one pipeline
Most immersive demos look great for thirty seconds and make users queasy by minute two. We build AR, VR, and spatial-computing apps with frame rate as a hard constraint — Unity and OpenXR engineering for Quest, Vision Pro, and mobile that ships and holds up.
Disciplines — AR/VR to spatial
Comfort frame budget held
Runtimes from one Unity project
Profiled on real devices
From headset to real-world overlay
AR/VR apps, Unity engineering, simulation, and spatial computing share an engine and a frame budget — we run them as one practice, not four hobby projects.
Why teams build immersive with us
Anyone can make a thirty-second showreel. Shipping a comfortable, performant experience that survives real use is an engineering discipline — and that's what we do.
We treat 90fps as a hard design constraint, not a stretch goal — because dropped frames are what make users sick and abandon the experience.
We profile on Quest and Vision Pro hardware throughout — not just in the editor — so what ships feels right in the headset, not just on a desk.
Hand tracking, gaze, and controller design tuned so interactions feel intuitive instead of fighting the user's instincts.
Deep Unity and OpenXR engineering with clean, maintainable architecture — so the project scales past the prototype instead of collapsing under it.
What you walk away with
Built on real-device profiling and a maintainable project — not a fragile prototype that only runs on the developer's machine.
Immersive, in production
An energy company trained field crews on high-risk procedures with classroom slides and rare, expensive live drills. We built a VR training simulation for Quest with realistic hazard scenarios.
Vanguard Energy
Energy & utilities · USA
To competency (was 6 wks)
Training cost
On-the-job incidents
Held on Quest 3
“Live drills were expensive and we ran them twice a year at best. The VR training lets crews rehearse the dangerous procedures dozens of times safely. New hires reach competency four times faster, and our incident rate dropped by nearly two-thirds. It paid for itself in a quarter.”
Straight answers
Immersive and spatial computing services build software that blends digital content with physical space — augmented reality (AR), virtual reality (VR), mixed reality (MR), 3D simulations, and spatial apps that understand and respond to the real world. The work spans Unity/Unreal engineering, real-time rendering, device integration (Quest, Apple Vision Pro, mobile AR), and the performance discipline needed to hold a comfortable frame rate.
We build for Meta Quest 2/3/Pro, Apple Vision Pro (visionOS), PC VR (SteamVR/OpenXR), and mobile AR via Apple ARKit and Google ARCore. We target OpenXR where possible so one codebase reaches multiple headsets, and advise on device choice based on your audience and use case.
VR fully immerses the user in a digital environment via a headset. AR overlays digital content on the real world, usually through a phone or glasses. MR (mixed reality) anchors digital objects into the physical space so they interact with it — occluded by real furniture, resting on real tables. We build across all three and help you pick the right one for the goal.
Comfort comes from frame rate — dropped frames cause motion sickness. We hold a strict performance budget (typically 72–90fps), optimize draw calls, use foveated rendering and LODs, and profile on-device throughout. Performance is a design constraint from day one, not a cleanup task at the end.
All of them. We deliver immersive training and simulation (safety, medical, industrial), AR product visualization and try-on, VR collaboration spaces, and spatial-computing enterprise tools. The engine and rendering work is shared; the experience design is tailored to the outcome.
Tell us the experience you want to create and who it's for. We'll come back with a device, engine, and performance plan — and a fixed quote.
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