Services
What we do

Augmented Reality & Virtual Reality

AR experiences with ARKit, ARCore, WebXR and VR with Unity and Unreal Engine: immersive training, product visualisation, digital showrooms, remote collaboration, telepresence, industrial design. Hardware integration with Meta Quest, HTC Vive, Apple Vision Pro.

What we deliver

  • AR development on ARKit (iOS) and ARCore (Android) with surface detection and object tracking
  • Cross-device WebXR applications running in-browser, no app install required
  • Interactive VR environments in Unity and Unreal Engine with physics simulation and synced avatars
  • Hardware integration: Meta Quest 2/3/Pro, HTC Vive XR Elite, Apple Vision Pro
  • Immersive training modules with branching scenarios, automated scoring, and SCORM-compliant reporting
  • AR product configurators and 3D digital showrooms for true-scale spatial visualization
  • Multi-user volumetric streaming and telepresence in shared virtual environments
  • 3D asset optimization pipeline (LOD, texture compression) targeting mobile and standalone headsets

When you need it

Industrial manufacturer with a distributed sales team

Moving heavy machinery to trade shows or customer sites isn't practical. An AR configurator lets sales reps place the product at true scale in the customer's own space, shortening the sales cycle and cutting travel costs.

Manufacturing company with high shop-floor turnover

Training operators on complex or hazardous machinery using printed manuals is slow and risky. A VR replica of the production line lets trainees make mistakes safely while the system logs sessions for regulatory compliance.

Retailer or brand selling hard-to-visualize products

Furniture, custom kitchens, outdoor installations: buyers struggle to picture the product at home. An AR app or a WebXR link embedded in the e-commerce flow reduces returns and improves conversion.

R&D teams spread across multiple offices

Engineers need to review 3D prototypes together without traveling. A shared virtual room on Meta Quest or Apple Vision Pro replaces the in-person design review session.

Frequently asked questions

How long does it take to build a working AR app?

A single-flow AR proof of concept on ARKit/ARCore — for example, placing a product on a detected surface — takes 4 to 6 weeks. A full application with UI, multiple 3D models, and analytics typically lands between 3 and 5 months, depending on asset complexity and the number of target platforms.

Do we need to buy headsets for the whole company?

It depends on the use case. For repeated VR training across many operators, standalone headsets like Meta Quest make sense and keep per-unit costs reasonable. For a sales configurator or digital showroom, WebXR runs in the browser — no dedicated hardware needed on the customer side.

Can we use our existing 3D files — CAD models, Blender assets?

Yes, but they almost always need optimization first. Industrial CAD files can run into millions of polygons — too heavy for real-time rendering on mobile or standalone devices. Retopology and texture baking are part of the workflow. We estimate the effort after reviewing your source files.

How does this connect to our existing systems — ERP, PIM, LMS?

Applications expose or consume standard REST or GraphQL APIs. VR training output in SCORM or xAPI format connects to any compliant LMS. Configurators can read product catalogs from your PIM via a structured feed. Specific integration scope is scoped during the discovery phase.

Is Apple Vision Pro ready for enterprise use?

For specific use cases — design review, executive presentations, premium showrooms — yes. For broad workforce deployment, the unit cost still makes it hard to justify at scale. We build on visionOS when the business case supports it; otherwise we steer toward Meta Quest or WebXR.

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