We build worlds you can step into.

A real-time studio for immersive work — from first sketch to a build that runs at frame rate on the hardware you actually ship on.

Projects shipped
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Target frame rate
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Client retention
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Time zones covered
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01 — Capabilities

What we do, end to end.

Six disciplines, one team. Most projects use three or four of them at once.

01

VR & XR Production

Interaction design first. If it does not feel right in the headset, nothing else about it matters.

  • Quest / PCVR / WebXR builds
  • Hand & controller interaction design
  • Multi-user & networked sessions
  • Comfort, locomotion & accessibility passes

02

Animation

Performance first. Weight, timing and intent survive the trip from blocking to final.

  • Character animation & rigging
  • Motion capture cleanup & retarget
  • Motion graphics & explainers
  • Real-time cinematics & previs

03

3D Modelling & Look Dev

Built to a budget, not just to a render — and clean enough that your team can pick them up and keep going.

  • Hard-surface & product modelling
  • Characters, props & environments
  • Retopology, UV & LOD chains
  • PBR texturing & material libraries

04

Branding & Identity

Identity that holds up in motion, in a headset and on paper — with the rules written down.

  • Logo & identity systems
  • Brand guidelines & design tokens
  • Motion identity & sonic cues
  • Packaging, print & collateral

05

Simulation & Training

Training you can measure. If it does not change what people do on the floor, it did not work.

  • Industrial & safety training sims
  • Digital twins & walkthroughs
  • Scenario authoring tools
  • Assessment & telemetry dashboards

06

Real-time & Interactive

The same assets, everywhere your audience is — browser, phone, or a screen on a trade-show floor.

  • 3D product configurators
  • Mobile AR & social filters
  • Event installations & kiosks
  • WebGL / WebGPU experiences

Pipeline

  • Unity
  • Unreal Engine
  • Blender
  • Maya
  • Houdini
  • Substance
  • ZBrush
  • Marvelous
  • Nuke
  • Three.js
  • WebXR
  • Figma

02 — Studio

A small team that ships finished things.

We started as three artists sharing a render node and a stubborn belief that immersive work should be judged on what actually runs — not on a turntable render. That hasn’t changed.

We sit between the studio and the engineering team: close enough to art direction to hold the look, close enough to the engine to keep it inside budget. Poly counts, draw calls, comfort ratings and brand consistency are all the same conversation here.

  • 01

    Craft over volume

    Fewer projects, run properly. You work with the people who make the thing, not a layer of account management.

  • 02

    Built for the target

    Standalone headsets, mobile AR, WebGL, broadcast — we scope to the hardware on day one, not in the last sprint.

  • 03

    Handover you can own

    Clean scenes, named layers, documented rigs, source files. You leave with an asset library, not a black box.

  • 04

    One team, one look

    Identity, environment art and animation are directed together, so the brand still reads inside the headset.

03 — Interlude

Signal Run

Keep scrolling to fly. Move to collect assets, avoid the red blocks. Mouse · arrow keys · drag on touch

Score 0
Assets 0/0
Integrity 100%
Depth

04 — Selected work

Things we shipped.

A cross-section of recent projects. Full case studies available under NDA on request.

VR & XR2025

Orbital Maintenance Trainer

A procedure-accurate zero-g training sim for Quest 3, with scenario authoring and instructor telemetry.

  • Unity
  • Quest 3
  • Hand tracking

Animation2025

Nightshift — Title Sequence

Real-time rendered opening titles, 78 seconds, delivered in six weeks.

  • Unreal
  • Sequencer

Branding2024

Halden Robotics Identity

Mark, type system, motion identity and a token set shared by web and product teams.

  • Identity
  • Motion
  • Tokens

3D2024

Kestrel Product Library

240 SKUs modelled, textured and LOD’d for a real-time configurator and print catalogue.

  • Blender
  • Substance
  • glTF

VR & XR2023

Meridian — Museum Walkthrough

A 40-minute guided VR reconstruction with 12 animated characters, running standalone at 90 fps.

  • Unity
  • Mocap
  • Spatial audio

3D2023

Ferrite Launch Campaign

CGI key art, a WebGL configurator and the identity refresh that tied them together.

  • WebGL
  • Look dev

05 — Process

How a project actually runs.

Five stages, fixed checkpoints. You always know what you are approving and what it costs.

We pin down the audience, the hardware, the success measure and the constraints — then write a scope that names every deliverable. You get a fixed estimate and a schedule before anyone opens a 3D package.

  • Stakeholder & user interviews
  • Technical & hardware audit
  • Scope document, estimate, schedule

Look boards, greybox environments and a playable or watchable previs. The point is to make the expensive decisions while they are still cheap to change.

  • Art direction & look boards
  • Greybox / blockout build
  • Interaction & motion previs

Two-week sprints with a running build at the end of each. Assets, animation and engine work land against a live performance budget, reviewed in the headset — not on a monitor.

  • Modelling, texturing, rigging, animation
  • Engine integration & interaction logic
  • Sprint builds & in-headset review

Profiling, LODs, draw-call reduction, comfort and accessibility passes, device matrix testing. This stage is scheduled from day one, because it is what separates a demo from a product.

  • GPU/CPU profiling & budget enforcement
  • Comfort, accessibility & safety review
  • Device matrix & regression testing

Store submission or on-site deployment, then a documented handover: source files, naming conventions, rig notes and a walkthrough with your team. Support and iteration retainers available.

  • Store submission / on-site rollout
  • Source files & written documentation
  • Team walkthrough & support retainer

06 — Clients

In their words.

[Replace with a real client quote — one or two sentences about working with the studio.]

Client NameTitle, Company

[Replace with a real client quote — something specific about delivery, craft or communication.]

Client NameTitle, Company

[Replace with a real client quote — a measurable outcome works well here.]

Client NameTitle, Company

07 — FAQ

Questions we get every week.

Scope drives it. A focused brand system or a single animated piece usually starts in the low five figures; a full VR training product with authoring tools is a different order of magnitude. Discovery produces a fixed estimate before production begins.

Meta Quest 2/3/Pro, PCVR through SteamVR and OpenXR, Apple Vision Pro, mobile AR on iOS and Android, and WebXR in the browser. We pick the target with you during discovery and hold the performance budget to it for the whole build.

Yes. On final payment you own the deliverables and the working files — scenes, rigs, textures, project repositories and documentation. Third-party licences are listed separately so you always know what carries a dependency.

Often. We embed with in-house teams for art strikes, optimisation rescues and animation overflow. We start with a short audit so the first commit does not fight your conventions.

Discovery can usually begin within two weeks. Full production slots are typically booked four to six weeks out — tell us your date in the brief and we will be straight with you about whether it is realistic.

08 — Contact

Got something
you want built?

Tell us what it is, who it is for and when it needs to exist. You will get a real reply from someone who would work on it — usually within two business days.

What do you need?

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