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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.