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AR/VR Game Development

Comfort is the hardest problem in VR and the one most often left until last. We design locomotion, framerate and interaction around it from the very first prototype.

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What is included

Platform selection

Quest, PC VR or mobile AR, chosen on the use case

Comfort-first design

Locomotion and framerate treated as hard constraints

Hand and controller interaction

Tested with people who are not developers

Spatial audio

The cheapest immersion you can buy

Performance

72 or 90fps as a requirement, not an aspiration

Store submission

Meta, Steam and App Lab

What we build

Player wearing a VR headset in a play session
Group testing virtual reality headsets together
Comfort testing a headset experience

How We Work

  1. Discover

    We map the goal, the audience and the constraints before proposing anything.

  2. Design

    Structure first, surface second. You approve each stage before we move on.

  3. Build

    Built in the open, with a staging link you can check any day of the week.

  4. Launch

    Tested, documented, handed over, and supported for 30 days.

Stories of Impact

We came to them mid-replatform with a store that was losing customers at checkout. They rebuilt the funnel, wired the tax and shipping properly, and stayed on after launch until the numbers settled. The scope they quoted is the scope we paid.
av-dm-1 Ecommerce Replatform — Regional Retail Group
We had a logo that worked on a laptop and nowhere else. They delivered the full mark family, every file format we needed, and a guidelines document our printer actually understood. Nobody has asked us for an EPS since.
av-hk-1 Brand Identity System — B2B Software Company
The site our marketing team can finally update without a developer. Every section is editable, the page speed held up under our launch traffic, and the handover included training rather than a folder of files.
av-mr-1 Website Rebuild — Healthcare Services Provider
They started with an audit that told us uncomfortable things, then fixed them in priority order rather than selling us a retainer. The reporting is in plain English, and they say so when something is not worth doing.
av-tl-1 SEO & Content Program — Professional Services Firm

Serious Digital Work, Without the Agency Theatre

Senior People Only

The people who pitch are the people who build. No junior hand-off.

Fixed Scope, Fixed Price

A written scope with a number and a date, agreed before we start.

Built to Scale

Systems that hold up when your traffic and your team grow.

US Time Zones

Real overlap with your working day, coast to coast.

Own Everything

Full IP transfer on final payment. Your code, your accounts, your data.

Serious Digital Work, Without the Agency Theatre

Frequently Asked Questions

Common targets include Meta Quest, PC VR headsets, and mobile AR on iPhone and Android. The platform is chosen based on your audience and on whether the experience needs a headset at all.

By keeping frame rates high and stable, offering comfortable movement options such as teleporting and snap turning, and testing with players who are new to VR rather than only with experienced developers.

A focused VR experience can take three to six months, while a full game with multiple levels often takes a year or more. An early prototype confirms comfort and fun before the full build.

Yes. Each store has its own technical and content requirements, and planning for them from the start keeps submission from becoming a late surprise.

Let's Talk.

Tell us what you are building. We come back within one business day with a plan, a timeline and a number.

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