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

Immersive & Spatial

AR/VR development that's comfortable, not nauseating.

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.

  • Quest · Vision Pro · mobile AR
  • 90fps frame budget
  • Unity & OpenXR
4

Disciplines — AR/VR to spatial

90fps

Comfort frame budget held

6

Runtimes from one Unity project

100%

Profiled on real devices

Why teams build immersive with us

The difference between a demo and something people use

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.

Frame rate is non-negotiable

We treat 90fps as a hard design constraint, not a stretch goal — because dropped frames are what make users sick and abandon the experience.

Built for real devices, on real devices

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.

Interaction that feels natural

Hand tracking, gaze, and controller design tuned so interactions feel intuitive instead of fighting the user's instincts.

Engine expertise, not dabbling

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

An app that ships and holds up

Built on real-device profiling and a maintainable project — not a fragile prototype that only runs on the developer's machine.

  • A production AR/VR/MR application built on Unity or OpenXR
  • On-device performance held to a comfort-grade frame budget
  • Multi-device builds (Quest, Vision Pro, mobile AR) from one codebase
  • Natural interaction — hand tracking, gaze, or controllers — tuned per device
  • Asset pipeline, optimization, and a maintainable project structure
  • Store submission support and an optional ongoing-content retainer

Immersive, in production

Vanguard Energy: VR safety training that cut incidents by two-thirds

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

Industrial · Safety Training
New-hire time to competency~4× faster
Before
6 weeks
After
9 days
Annual training & equipment cost−72% cost
Before
$1.9M
After
$540k
On-the-job safety incidents−63% incidents
Before
Baseline 100%
After
37%
9 days

To competency (was 6 wks)

−72%

Training cost

−63%

On-the-job incidents

90fps

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.
VP of Operations, Vanguard Energy
UnityOpenXRMeta Quest 3C#AddressablesPhotonRead the full case study

Straight answers

AR/VR & immersive questions

What are immersive and spatial computing services?

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.

Which AR/VR devices and platforms do you build for?

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.

What's the difference between AR, VR, and MR?

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.

How do you keep AR/VR experiences comfortable and performant?

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.

Do you build for training, marketing, or product use cases?

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.

Build immersive that people finish. Not just start.

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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