Emerging Tech
AR and VR Development Services
About AR/VR Development
Immersive technology has a clear set of use cases where it substantially outperforms the alternative, and a much larger set where it is an expensive novelty. It genuinely wins for training on procedures that are dangerous, expensive or impossible to rehearse in reality; for spatial understanding of things that cannot easily be brought to a room — buildings, machinery, molecular structures; for remote expert assistance where a technician needs guidance overlaid on the equipment in front of them; and for product visualisation where scale and placement drive the purchase decision.
We scope against those patterns and are direct when a use case does not fit one. Where it does, the engineering priorities are unusual. Comfort is a hard constraint, not a preference: sustained frame rate with no dropped frames, motion design that avoids vection-induced discomfort, comfortable interaction distances, and session lengths designed around real fatigue. A technically impressive experience that makes 20% of users nauseous has failed regardless of its visual quality.
Usability in three dimensions has its own rules. Users have no mouse, limited text input, imprecise pointing and no persistent screen edge to anchor navigation. We design around gaze, gesture and controller affordances, keep interactive elements within comfortable reach envelopes, provide clear feedback for actions that have no physical resistance, and include seated and standing modes plus accessibility accommodations for users with limited mobility or single-hand use.
On platforms we build for Apple Vision Pro with visionOS, Meta Quest, WebXR for browser-delivered experiences that need no installation, and mobile AR through ARKit and ARCore. For enterprise deployments we also handle the unglamorous part: device provisioning, kiosk mode, content distribution, and usage analytics so training completion and performance can be reported.
Why it matters
What you get
Scoped to where immersion actually wins
Training, spatial understanding, remote assistance and visualisation — with an honest recommendation against it when the case is weak.
Comfort treated as a hard constraint
Sustained frame rate, vection-aware motion design and realistic session lengths, because discomfort invalidates everything else.
Spatial usability designed properly
Gaze, gesture and controller affordances, comfortable reach envelopes, and clear feedback for actions with no physical resistance.
Accessible and adaptable
Seated and standing modes, single-hand operation, subtitles and adjustable comfort settings so the experience is not limited to ideal users.
Enterprise deployment handled
Device provisioning, kiosk mode, content distribution and usage analytics so training completion is measurable and reportable.
How we deliver
Our process for this work
Adapted to this service specifically — not a generic five-box diagram.
- 01
Use case & platform fit
1–2 weeksAssessment against the patterns where immersion outperforms alternatives, platform selection, and a clear success measure.
- 02
Experience design
2–4 weeksSpatial interaction design, comfort strategy, session structure, and accessibility accommodations defined before build.
- 03
Prototype & comfort testing
3–5 weeksA playable prototype tested on device with real users, specifically measuring comfort, task completion and fatigue.
- 04
Production build
8–20 weeksFull experience development, asset optimisation for sustained frame rate, backend integration, and analytics instrumentation.
- 05
Deployment & measurement
OngoingDevice provisioning and distribution, user training, and reporting against the success measure agreed at the start.
Answers
AR/VR Development — common questions
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Learn moreThinking about ar/vr development?
Tell us the problem rather than the solution. A 30-minute call is usually enough for both of us to know whether this is the right service and whether we are the right team.