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.
The things you actually receive.
Concrete deliverables rather than adjectives — this is the work, itemised.
Mobile AR
Handheld augmented reality on the phones your audience already carries — no hardware purchase required.
VR training
Procedural and safety training for tasks where real-world practice is dangerous, expensive or impossible to stage.
Product visualisation
Configurable products viewed at true scale in the customer's own space, before they commit to buying.
3D pipeline
Asset optimisation, level of detail and texture budgets — the work that decides whether it holds frame rate.
WebXR
Browser-delivered immersive experiences, where avoiding an app install matters more than maximum fidelity.
Headset applications
Native builds for current-generation standalone headsets, including deployment and device management.
Where this discipline goes wrong.
Four decisions that separate work which lasts from work that has to be redone.
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.
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.
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.
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.
How this one is usually run.
The same engineering practice applies at every size. What changes is the shape of the team.
Focused Build
One application or integration, defined scope and price.
Product Team
A full delivery team owning the product end to end.
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
The ones worth asking.
Including the answers that lose us work — those are the ones worth publishing.
Does our audience need to buy headsets?
How do we know it will be worth the investment?
Do we need 3D models made?
What about motion sickness?
Will it work on older phones?
Can it integrate with our existing systems?
Often paired with.
Most engagements draw on more than one capability. These are the usual neighbours.
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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