Solution
Immersive&XR
AR, VR and interactive 3D on the web, no headset app store required.
From £9,000Indicative. Every project is quoted to scope.
Fixed-price packages
Packages.
Clear, fixed starting prices. Pick a package or ask us to quote to your exact scope.
We build product configurators, virtual tours and spatial experiences that run in the browser through WebXR and WebGL. We will tell you plainly when a flat, fast 3D view serves your customers better than full VR.
What we do
3D product configurators
Rotate, customise and price products in real time, with materials and options that match your catalogue and render cleanly on mid-range phones.
Virtual tours
Walkable spaces and 360 tours with hotspots and information overlays, built to load quickly and stay usable on touch.
AR and VR experiences
In-browser AR placement and VR scenes via WebXR, with graceful fallbacks for devices that cannot run them.
Where it fits
Use cases.
Product configurator
Shoppers rotate, recolour and customise a product in real time in the browser, then see an accurate price and specification. Everything runs on WebGL, so there is nothing to install.
Virtual tour
We build a navigable 3D or 360 walkthrough of a space that works on phones, laptops and headsets. Hotspots reveal detail, video or booking links at the right moment.
Immersive training
A VR or AR scenario lets staff practise a procedure without real-world risk or cost. Sessions can be scored and repeated until the steps are second nature.
Capabilities
Everything it covers.
- WebXR and WebGL delivery that runs in a standard browser
- Real-time 3D configurators with accurate pricing and specification
- Augmented reality preview of products in a real space
- 360 and photogrammetry-based virtual tours
- Headset support for VR training and walkthroughs
- Performance tuning for mid-range mobile devices
- Optimised asset pipelines to keep load times reasonable
- Accessibility and reduced-motion fallbacks for comfort and inclusion
Typical timeline
A single configurator or tour typically takes four to eight weeks. Larger multi-scene or headset programmes run longer and are planned in stages.
How scope works
We are candid about device limits and asset preparation. Rich 3D needs quality source models, and heavy scenes are budgeted against real mobile performance rather than ideal hardware.
From £9,000
How we work
Four steps, no surprises.
Scope
We map the goal, the constraints and the risks, and agree a fixed brief before anything starts.
Design
Interfaces, architecture and the plan, reviewed with you before a line of code is written.
Build
Type-safe, tested delivery in short increments you can see and steer.
Launch & care
We ship, hand over everything, and keep it running if you want us to.
What you get
Deliverables
- Browser-based 3D configurator
- Optimised 3D asset pipeline
- WebXR AR or VR scene with fallbacks
- Virtual tour with hotspots
- Performance budget report for target devices
Tools & technology
- AR and VR
- WebXR
- 3D product
- Configurators
Outcomes
What you can expect.
Buyers explore and personalise products before committing, with no app to download
A single web experience reaches desktop, mobile and headset users
Training scenarios can be repeated safely and consistently
Complex products become easier to understand through interaction rather than description
Questions
Good to know.
How long does Immersive & XR take?
Timelines depend on scope. Most engagements run from a few weeks to a few months, and you get a firm estimate after a short scoping call.
How is it priced?
From £9,000 is an indicative starting point. Every project is quoted to the scope we agree, with no surprises later.
Do we own what you build?
Yes. You own the source code, the design files and the accounts. There is no lock-in.
Do you maintain it after launch?
We can. Hosting, monitoring and updates are available as an ongoing plan, or we hand over cleanly to your team.
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