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
How We Work
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Discover
We map the goal, the audience and the constraints before proposing anything.
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Design
Structure first, surface second. You approve each stage before we move on.
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Build
Built in the open, with a staging link you can check any day of the week.
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Launch
Tested, documented, handed over, and supported for 30 days.
Stories of Impact
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.
Frequently Asked Questions
Let's Talk.
Tell us what you are building. We come back within one business day with a plan, a timeline and a number.
