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Development

When the thinghas to be built.

Apps, AR and VR experiences, games and playable ads, and the systems underneath them. Built in house, with the 3D and the code under one roof.

Interactive work usually breaks at the seam. One studio makes the 3D, another builds the app, and between them you get assets that won't load, budgets the device can't hold, and weeks of back and forth nobody costed.

There's no seam here. Modelling, optimisation and development come from the same place, and the asset is built knowing from day one which engine and which device it ends up on.

The other half of this category is less photogenic and holds the rest up: pipelines that process 3D at scale, internal tools that take repeat work off the table, and the backend that holds when the project stops being a demo.

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One more level…

Kalvin playing with a game controller, focused
01

Apps and experiences

AR, VR, mixed reality or an app, built and shipped here.

Covers

  • Augmented reality (AR)
  • Virtual reality (VR)
  • Mixed reality (MR)
  • App development

What you get

  • The experience running on the device it's meant for
  • 3D content optimised for that engine, not repurposed
  • Builds ready to publish wherever they need to go
  • Code and project files, so you're not tied to us
How it's charged
Per project, in phases
What we need from you
Which device it runs on and under what conditions. That drives everything else.
See work
02

Games and playable ads

A short game that sells: inside the ad, on your landing page, or as a full game.

Covers

  • Playable ads
  • Branded games for web and campaigns
  • Game development

What you get

  • The playable as a single HTML file, within each network's size limit and rules
  • Variants of the same piece: language, ending and call to action
  • Tested on real phones, portrait and landscape
  • Code and project files, so you're not tied to us
How it's charged
Per piece, variants extra. Per project for full games.
What we need from you
Which network it runs on and what it has to achieve: an install, a purchase or an email. That sets the mechanic and the length.
See work
03

Systems and automation

What sits underneath: moving volume, killing repeat work, staying up.

Covers

  • Backend architecture and critical systems
  • 3D processing pipelines at scale
  • Internal tooling and automation

What you get

  • The system deployed and documented
  • Batch processing, with nobody opening files by hand
  • Tools inside the software your team already uses
  • Handover to your team
How it's charged
Per project, or monthly if it needs running
What we need from you
The real volume you handle and the tools already in use.
See work

Keep going

The other families

Good questions

Frequently asked

Do you subcontract the development?

No. AR, VR and games are built in house, by the same team that does the 3D. That's what removes the seam between the asset and the application.

Do you have your own software out there?

Yes: published add-ons and tools in active use, plus the studio's own production pipeline. The systems side isn't theory here.

Which devices?

Decided at the start, because it sets the polygon budget and the whole performance envelope. Phone, headset and browser are not the same project.

What is a playable ad?

A game of a few seconds that runs inside the ad itself, on Meta, Google, AppLovin, Unity or TikTok. It ships as a single HTML file, within the size limit and rules of each network, ready to upload. Language or ending variants come from the same base.