Services / Gaming / AR/VR/MV
Immersive gaming experiences across AR, VR, and metaverse platforms.
Cross-platform immersive games engineered to hit frame-rate targets on real headsets and mobile hardware, not just in a controlled demo.
Talk to our teamOUR METHODOLOGY
Built for real headsets, not a controlled demo.
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FAQ
AR/VR/MV — questions, answered.
What platforms do your immersive games run on?
We build cross-platform immersive games across AR, VR, and metaverse platforms, with one core experience adapted across headsets, mobile AR, and desktop. Target hardware and comfort constraints set the design brief from the start, so the game is engineered for real devices rather than retrofitted to them afterwards.
How do you prevent motion sickness in VR games?
Locomotion and interaction systems are tuned specifically against motion sickness, and comfort constraints shape the design brief before build begins. We validate comfort with real players on target headsets during the Pilot step, so the experience stays playable across sustained sessions, not just short demos.
Can you hit stable frame rates on standalone VR headsets?
Yes. Performance optimisation covers frame-rate and thermal tuning for sustained play, profiled on the actual target devices rather than a high-end PC. One VR title we built sustained 90fps on standalone hardware at launch, because frame-rate and thermal profiling happen before release, not after complaints.
What's the difference between building for a demo and building for real hardware?
A demo runs once on a controlled setup; real hardware runs for hours on devices with heat and battery limits. We engineer to hit frame-rate targets on real headsets and mobile hardware, profiling thermals and performance on target devices and extending support to new headsets as they ship.
Make it playable on real hardware.
Tell us what you're building and we'll map the fastest path to it.
Let's talk

