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AR · VR · Mixed reality

AR and VR development,
built around what's actually shipping

Extended reality earns its cost when it solves a real tracking or visualization problem — training on equipment too dangerous or expensive to practice on, guiding a technician through a repair with hands-free overlay, or letting a buyer walk through a product before it exists. We'll tell you when a phone camera and ARKit is the whole answer, and when the project actually needs a headset, spatial mapping, and a 3D pipeline that outlives the first build.

Scope your AR/VR build How engagements work
Native AR toolkits or a full VR/MR headset build — whichever the problem needs3D asset pipeline planned before the first prototype, not bolted on afterEngine and platform chosen for the target device, not for what's trending

Senior only

Engineers on every build

3D, tracking, and backend — no junior bait-and-switch

US-based

Team, start to finish

No unnamed subcontractor added mid-project

Day one

You own the repo and the assets

Code, 3D models, and store accounts, from the first commit

10 biz days

To start

From a signed scope to the first sprint

The XR spectrum

AR, VR and mixed reality are three different engineering problems

The terms get used loosely in a pitch and precisely in engineering, which is where scopes go wrong. The distinction that actually matters is how much of the real world the system has to understand — and it decides everything downstream: the device, the SDK, and how the budget splits between code and 3D content.

Virtual reality (VR)

A fully synthetic environment, viewed through a headset. You control everything in frame, which makes the hard problems performance and comfort rather than tracking — drop below roughly a 90fps floor and users start to feel it, not just see it.

Augmented reality (AR)

An overlay composited onto a live camera feed, running on phones people already own. There's no hardware to buy, which is the whole commercial advantage, but the engineering problem shifts to tracking: the device has to agree with reality, frame by frame, or the overlay swims.

Mixed reality (MR)

Virtual objects that can be occluded by, and interact with, real geometry — a wrench that visually disappears behind a real engine block instead of floating in front of it. That requires depth sensing and spatial mapping, and it's a step change in cost over overlay AR, not an incremental one.

When VR is the right call

Training, simulation, and anything where the real room around the user is a distraction from the task. If the value is in controlling the entire environment, VR is usually the honest answer.

When AR is the right call

Reach matters more than fidelity, and users already carry the hardware. Skipping a device purchase is the whole pitch — don't spend the savings building features that only make sense in a headset.

When MR earns its cost

Only when interacting with real, physical objects is the actual product — maintenance guidance on a real machine, surgical planning against a real body — not when the same virtual content would work just as well floating in front of the camera as a plain AR overlay.

What it costs

AR/VR engagement types

Real ranges for the engagements we're actually asked to run. The variable that moves a quote is rarely the code — it's how much of the budget has to go into 3D content, and how much device-specific tracking work the platform demands.

EngagementCommitmentTimelineWhat's included
AR proof of conceptFixed scope2 – 4 weeksA single tracked scene or feature on a phone, built to answer one question: does the overlay actually work against your real-world target.
AR product build (ARKit / ARCore)Fixed scope8 – 14 weeksA full native AR app with real tracking, basic occlusion, and app store submission handled end to end.
VR training or simulation buildFixed scope10 – 16 weeksA headset application with interaction design, scenario branching, and deployment to the target device store.
Mixed reality buildFixed scope14 – 20+ weeksSpatial mapping, real-object occlusion, and integration with a device-specific SDK, plus the extra QA pass MR needs across lighting conditions.
Ongoing 3D content and maintenanceOngoing retainerOngoingNew assets as the product line grows, plus OS and SDK updates as headset and phone platforms ship new hardware.

Ranges assume US-based senior engineers and a 3D artist on the team from week one, not brought in after the prototype. The cost driver nobody forecasts going in is content, not code: software gets built once, and the 3D model library gets extended for as long as the product ships.

What's actually shipping

The AR/VR use cases that have survived past the hype cycle

Extended reality has been through several rounds of overpromising. The use cases below are the ones that kept getting funded after the novelty wore off, because the return was measurable against the alternative.

Training and simulation

Practicing on equipment that's too dangerous, too expensive, or too rare to use for training — an aircraft, a piece of industrial machinery, a medical procedure. The alternative is either real equipment sitting idle for training or no practice at all, and VR beats both.

Remote assistance

An overlay that shows a technician exactly where to look and what to do, hands-free, while an expert watches remotely. It replaces flying a specialist to a site or walking someone through a repair over a phone call with a mental model of a part they can't see.

Product visualization before manufacture

Seeing a design at scale, in context, before committing to tooling or a production run. This is one of the clearest returns in the category because the alternative — a physical prototype — is genuinely expensive to iterate on.

Consumer entertainment is still hardware-gated

This is the honest exception. If a business case depends on headset install base, treat the adoption timeline as a real risk to plan around, not an assumption to build the schedule on — the other three use cases above don't carry that dependency.

The 3D pipeline is the real cost center

Asset production, level-of-detail variants for performance, and updating models as a product line changes are ongoing work in a way the application code usually isn't. Budget it as a pipeline with a person attached, not a one-time deliverable.

Choosing a partner

What actually separates one AR/VR team from another

Most pitches sound the same. These are the questions worth pressing on before you commit a budget to a headset or a phone-based build.

Quality and testing discipline

Ask what the QA pass actually covers — for AR that means testing tracking against real-world lighting and surfaces, not just a demo reel shot in a controlled office.

Resources and capacity for your timeline

Team size and current workload matter more here than in most software categories, because 3D content and engineering are two different skill sets that both have to be staffed, not one team wearing both hats badly.

Communication as a working relationship, not a status report

You should be able to see a build running on a real device at the end of each sprint, not a rendered video of one. A device you can hold catches problems a video hides.

Engine and platform choice

Unity and Unreal both cover cross-device VR and MR; native ARKit or ARCore is usually the right call for a phone-only AR product where you don't need the overlay to feel game-like. WebXR is worth asking about when reach — no install, works in a browser — matters more than depth of feature.

Device and OS coverage

Quest, Vision Pro, and HoloLens each have real differences in SDK, input model, and review process. A team that's only ever shipped to one of them will underestimate the second platform's learning curve.

Who owns the 3D pipeline after launch

If the only person who can open the source files leaves with the agency, every future asset update starts from a rebuild. Ask where the working files live and whether they're yours by default.

How an engagement runs

From concept to a build you can test on a device

Extended reality projects fail more often on the workshop and content side than on the code, so the process below front-loads exactly that rather than jumping straight to a build.

Identification and analysis

Understanding the actual goal — training, visualization, remote assistance, or something else — and analyzing the shortest real path to it, including whether the honest answer is AR on a phone rather than a VR headset build.

Collaborative workshopping

Working through the experience together rather than presenting a finished concept, because the constraints of the target device usually change the idea once they're on the table.

Design and development

Building the core experience against an agreed scope, in parallel with the 3D asset pipeline so content isn't waiting on code or code waiting on content.

Testing

Testing on the actual target hardware, in the actual conditions the experience will be used in — a warehouse floor, an operating room, a showroom — not just a desk in an office with ideal lighting.

Launch

Shipping to the app or device store, or to the internal distribution channel a training or enterprise deployment actually uses.

Correction and support

Launch is the start of the asset pipeline's life, not the end of the engagement — new content, device updates, and fixes as real usage surfaces edge cases a demo never hit.

Related

Related services

What AR/VR projects usually need alongside the experience itself.

Questions

AR/VR questions we get before scoping a build

What teams ask before a first call.

VR replaces what you see; AR adds to it. In VR you wear a headset and the environment is entirely synthetic, so the engineering problems are rendering performance and motion comfort. In AR the device composites graphics onto a live camera feed, so the engineering problem is tracking — knowing precisely where the device is relative to the world, many times a second.

Commercially the difference is reach. AR runs on phones your users already carry. VR requires buying hardware, which turns a software decision into a procurement one.

Not sure yet whether this needs a headset?

Send us the problem, not the technology you've already picked. We'll tell you honestly whether it's phone-based AR, a VR build, or mixed reality — and what the 3D content pipeline actually costs to keep running after launch.