Comfort & performance first
Stable 90 fps minimum, locomotion options that don't induce motion sickness, and fidelity tuned for the headset — not your demo PC.
Training simulations, virtual showrooms, location-based experiences, and full VR titles — engineered for Meta Quest, Vision Pro, PCVR, and the open web.
Most VR work in the wild is a tech demo — gorgeous in a 60-second video, painful in a 60-minute training session. We build the second kind: VR that holds up under repeated use, in real environments, with measurable outcomes.
Stable 90 fps minimum, locomotion options that don't induce motion sickness, and fidelity tuned for the headset — not your demo PC.
OpenXR-first architecture means one codebase deploys to Quest, Vision Pro, Pico, and PCVR. Hardware fragmentation isn't your problem.
Every interaction, every gaze, every drop-off measured from launch — so you know if the experience is actually working.
MDM enrollment, kiosk mode, fleet provisioning, offline-first operation, and air-gapped environments. We've shipped to all of them.
LLM-driven NPCs, voice-interactive coaches, procedurally generated environments — XR enriched by the AI capability we build in-house.
Seated/standing modes, comfort vignettes, subtitles, motor-accessibility controls. Inclusive XR is just better XR.
Who is wearing the headset, where, for how long, and what changes when they take it off?
Untextured, low-poly prototype tested with real users in week two — before any art is committed.
One full scene, polish-grade. This is the slice we'd ship — proof the rest is achievable.
Iterative content, performance budget enforced, weekly playtest with stakeholders.
Fleet rollout, telemetry-driven updates, optional support retainer.
Tell us what you'd want users to do, learn, or feel. We'll respond within a business day with a clear next step.