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— Practice · Lab —

Spatial & immersive.

AR, VR, WebAR, and mixed reality — built on the right hardware, evaluated on the right metrics, deployed without an on-site callout.

— What we deliver —

Six XR disciplines. One studio.

AR Experiences

Face-tracking, world-tracking, and marker-based AR for iOS, Android, and web. From cosmetics try-ons to retail product visualisation — shipped on native and WebAR from a shared codebase.

VR Applications

Multi-user VR for training, simulation, and brand experiences. Unreal Engine and Unity, with standalone headset deployment and OTA update pipelines included.

WebAR

Browser-based AR using WebAssembly — no app install required. We benchmark SDKs on bundle size, latency, and lighting stability before committing to a stack.

iOS ARKit & Android ARCore

Native AR using platform SDKs for the highest-quality face and world tracking. Built standalone or integrated with your existing iOS or Android application.

Mixed Reality

Microsoft HoloLens 2 and Meta Quest MR applications for industrial, medical, and training use cases. Purpose-built for enterprise deployment environments.

XR Research & Prototyping

Technology evaluations, hardware benchmarking, and proof-of-concept prototypes before committing to a full build. We surface the expensive assumptions early.

— How we work —

How the Lab practice works.

01Evaluate

Hardware and SDK first

We benchmark hardware, SDKs, and runtimes against your target device before picking a stack. The wrong foundation is expensive to fix in week ten.

02Prototype

On-device in two weeks

A thin but real prototype on your target device — not a screen mockup — within the first two weeks. This is how we test assumptions while they are still cheap to invalidate.

03Build

Shared codebase, multiple platforms

Full production build with a shared codebase across platforms wherever the use case allows. Asset pipelines, performance optimisation, and device matrix testing included.

04Deploy

Fleet-ready from day one

Device enrollment, MDM integration, and OTA update pipelines for fleet deployments. No on-site visits required after launch.

— Lab · Selected work —

Things we've shipped.

All Lab work

Most of our work is under NDA — we share more on a 30-min intro call.

— What clients say —

From the partners.

All Lab reviews
The AR experience drove a 22% lift in add-to-cart rate. I had to send that number to our board twice because they didn't believe it the first time.
Digital Product Lead
Cosmetics Brand · Paris
2025
The VR training platform replaced $380k in annual travel costs in the first year. The safety-training completion rate went up, not down.
VP Engineering
Manufacturing Firm · Chicago
2024
They evaluated four AR SDKs before committing to one. That kind of rigor in the research phase is rare — and the recommendation held up completely in production.
Head of Innovation
Retail Group · Amsterdam
2025
— FAQ —

Before we talk.

  • Yes. We test your exact hardware before scoping. Most Lab engagements begin with a device matrix evaluation — we want to know the constraints before we commit to a timeline.

  • Yes. Where the use case allows, we share a codebase across native and web targets using a WebAssembly bridge — one SKU library, one set of assets, two delivery targets.

  • Meta Quest 2, 3, and Pro; Pico 4; HoloLens 2; Apple Vision Pro (prototyping); and all major iOS and Android devices for mobile AR.

  • Prototypes: 2–4 weeks. Production builds: 10–22 weeks, depending on platform count, content volume, and fleet size.