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Now onboarding Q4 projects

Emerging Technology

AR/VR Development

WebXR training simulations and 3D configurators that run in the browser - no installs.

runs in the browser - no installs

Grayscale headset wireframe orbiting an orange fulcrum sphereGrayscale headset wireframe orbiting an orange fulcrum sphere

Problems solved

What this removes.

  • expensive in-person training

    onboarding budgets vanish into travel

  • low e-learning engagement

    click-through courses nobody finishes

  • product visualization gaps

    buyers guess from PDFs

  • heavy native app friction

    400MB installs die in onboarding

  • no spatial analytics

    you can't see where trainees struggle

What's included

What you get.

  • WebXR experience build (browser-first)
  • training simulation modules
  • 3D product configurator
  • GLB asset pipeline (Draco + KTX2)
  • desktop + mobile fallbacks
  • spatial analytics (interaction heatmaps)
  • device lab testing (Quest + mobile AR)
  • performance budget enforcement (<1.5MB/scene)
  • accessibility pass (vestibular-safe motion)
  • 90-day improvement SLA

Scope

Scope, clearly drawn.

Core scope is fixed. Add-on prices are indicative — not quotes.

Included in every engagement

  • storyboard + success metrics
  • asset pipeline + optimization
  • WebXR build + fallbacks
  • usability tests (5+ per round)
  • spatial analytics wiring
  • deploy + device lab QA

Optional add-ons

  • photogrammetry capture day+$4k

    processed GLB delivered

  • multiplayer co-training session+$9k

    synced avatars

  • LMS integration (xAPI)+$3k

    completion + scores

  • hand-tracking interactions+$5k

    controller-free mode

Our approach

How we run it.

  1. Storyboard

    tasks first, tech second

  2. Asset pipeline

    scan/model/optimize to budget

  3. WebXR build

    browser-first with fallbacks

  4. Usability tests

    vestibular-safe checks included

  5. Deploy

    analytics + device lab QA

Pricing signal

What it typically costs.

Typical range

$35k-$180k

Midpoint $107.5k · final quote after a fixed-scope discovery.

desktop fallback always included

FAQ

Questions, answered.

Is a headset required?

No - desktop and mobile fallbacks always ship; XR is progressive enhancement.

What are the asset budgets?

<1.5MB per scene enforced via Draco + KTX2 in CI.

Do you use Unity?

License-check first; we default to the open WebXR stack.

How do you handle motion sickness?

Vestibular-safe locomotion: teleport or snap turns, no smooth zoom.

Does AR work on phones?

Yes - WebXR AR modules with graceful 3D-viewer fallback.

What analytics do we get?

Interaction heatmaps, task completion, time-per-step - privacy-safe.

AR/VR Development without the guesswork.

WebXR training simulations and 3D configurators that run in the browser - no installs.