Capability 08

Immersive, where it earns its place.

Augmented and virtual reality for training, product visualisation and customer engagement — built on the platforms your users already hold.

Overview

Immersive technology is genuinely better than the alternatives at a narrow set of things: spatial understanding, physical procedure training, and seeing an object at true scale in its real context. For those, nothing else comes close. For most other purposes it is a heavier, more expensive way to do what a good screen already does well.

We build AR and VR for the cases in the first category, and we will tell you when yours belongs in the second. That candour matters here more than in most disciplines, because immersive projects are unusually easy to justify with novelty and unusually hard to justify with numbers after the fact.

What we build

The things you actually receive.

Concrete deliverables rather than adjectives — this is the work, itemised.

01

Mobile AR

Handheld augmented reality on the phones your audience already carries — no hardware purchase required.

02

VR training

Procedural and safety training for tasks where real-world practice is dangerous, expensive or impossible to stage.

03

Product visualisation

Configurable products viewed at true scale in the customer's own space, before they commit to buying.

04

3D pipeline

Asset optimisation, level of detail and texture budgets — the work that decides whether it holds frame rate.

05

WebXR

Browser-delivered immersive experiences, where avoiding an app install matters more than maximum fidelity.

06

Headset applications

Native builds for current-generation standalone headsets, including deployment and device management.

How we approach it

Where this discipline goes wrong.

Four decisions that separate work which lasts from work that has to be redone.

Step 01

Justify the medium

We start by asking what immersion adds that a screen cannot. If the honest answer is novelty, we will say so — an unused VR application is a more expensive failure than an unused web page.

Step 02

Design for comfort first

Frame rate, locomotion and session length are decided before content. Motion sickness ends an immersive project faster than any missing feature, and it is a design failure rather than a user one.

Step 03

Budget the assets

Polygon counts, texture memory and draw calls are set as budgets at the start. Standalone headsets and phones are modest hardware; content authored without limits will not run on them.

Step 04

Test on the target hardware, constantly

A desktop preview tells you nothing about how a headset performs. Anything not tested on the actual device is an assumption, and usually an optimistic one.

Engagement

How this one is usually run.

The same engineering practice applies at every size. What changes is the shape of the team.

Good fit

Focused Build

One application or integration, defined scope and price.

Good fit

Product Team

A full delivery team owning the product end to end.

Less common

Enterprise & Government

Multi-team delivery against audit and procurement requirements.

A focused AR experience in 6 to 10 weeks; a VR training application typically 4 to 7 months.

Typically built with

  • Unity
  • ARKit
  • ARCore
  • WebXR
  • Three.js
  • Blender
  • C#
  • Meta Quest SDK
Questions

The ones worth asking.

Including the answers that lose us work — those are the ones worth publishing.

Does our audience need to buy headsets?
For most commercial applications, no — mobile AR runs on phones people already own, and WebXR runs in a browser without an install. Headsets make sense for training programmes where an organisation controls the hardware and the sessions are long enough to justify it.
How do we know it will be worth the investment?
Define the measure before building. For training that is usually time to competence or error rate against the existing method; for commerce it is conversion or return rate. If no such number can be named up front, that is a strong signal the project is being justified by novelty.
Do we need 3D models made?
Sometimes we create them, sometimes we optimise what you have — CAD models from manufacturing are usually far too heavy for real-time rendering and need substantial reduction. If assets do not exist at all, that becomes a scoped part of the work rather than an assumption.
What about motion sickness?
It is designed against from the start: maintaining frame rate, avoiding artificial locomotion where possible, offering comfort options such as teleport movement and vignetting, and keeping sessions to a sensible length. Discomfort in VR is almost always a consequence of design decisions, not of the user.
Will it work on older phones?
We set a minimum specification early and test against it. AR is demanding on both processor and camera, so there is a genuine trade-off between reach and fidelity — we would rather make that decision deliberately with you than discover it during testing.
Can it integrate with our existing systems?
Yes — training applications commonly report to an LMS, and visualisation tools usually need live product and pricing data. Integration is scoped as part of the build, since an immersive experience showing stale data undermines the credibility it was meant to create.
Get in touch

Let's talk about ar & vr development.

Tell us what you're trying to ship. We'll tell you honestly whether we're the right team for it — and what it would take.

Prefer email? info@triyant.sg

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