We build custom apps to match your design intent and context. Here's a list of features we typically employ on our projects.
3D models, not photos, in real-time. Move through the VR space, look under the table and over the window. Experience true stereo depth.
We are not just artists but coders too. We build our UX and interactions to match your story and audience. No templates. No limitations.
Do you plan to demo the VR experience to a large number of people. Or perhaps you want to test design scenarios. We can track anything in VR.
We are architects and 3D artists. We work from what you can offer, 2D plans or 3D models or just plain references.
VR can be delivered to many platforms in various formats. Each has it's own advantages and limitations. We deploy to all of them.
VR doesn't have to be an isolating experience. Sometimes it makes sense to have multiple users experience the same space together.
We understand architects as some of us actually are architects. Our process is iterative and staged and you get one iteration on each stage to ensure we match your design intent.
Virtual Reality is complicated to grasp at first sight in part because the hardware market is very diverse. Also, too many people writing about VR don't understand the technology and missuse related terms so VR ends up being used interchangeably in many contexts.
There are 4 main deliverables we work with which all fall to some extent within the VR ecosystm:
The more information we have about a project the easiest it is to quote it bot in time and cost estimates.
We know that's often hard as VR is a new technology for many of our clients. Fortunately we've worked on extremely varied set of projects and we have a strong intuition on what works for what kind of scenario. So if you're unsure about the project type we need to know the context.
Knowing all of the above we can make an informed recommendation as to what would work best and also provide a fixed time and cost estimate for you.
Depending on project scope and target platform we require different assets. In principle, the more accurate references we get the faster and more accurate the 3D model will be produced.
In order of utility, the typical references we work with are:
So we can work with pretty much anything. With VR, we typically remodel everything for optimization reasons. Even if you have a 3D model available, most of the times it was produces in a Solids/NURBS environment which is different from poligonal mesh environment which is the way everything is processed in a game engine.
We typically work closely with our clients for transparency reasons and to ensure their vision is aligned with what we produce.
One of the first steps we make is what we call a clay version of the space, stripped of all color, with just basic lighting, to make sure the 3D space is acurately translated in VR. This can also help set up subsequent aspects of a project such as determining key panorama points, camera paths and so on.
Depending on the time budget, the client will get a feedback loop on this stage or not. At this stage we can still make larger scale edits on the space, such as reconfigurations of furniture or rooms. Depending on the project scope, if the design isn't fixed, here is where we'd make structural adjustments to the space as well.
At this stage we add all the materials and lighting scenarios
Here is also where we would ask for feedback on the looks of the space to keep aligned with the design intent. Typically non essentaial, aesthetic changes are being made at this stage.
Depending on the resources of the client we'll can send either a fully functioning VR app for testing or 360 images or videos along with screenshots and/or renders.
Depending on the platform and project scope we'll propose one UX interaction or another.
With VR there is no strong industry standard, with some small exceptions. Fortunately we've worked on dozens of VR projects including outside the field of Architectural Visualization so we have an extensive experience of what works and what doesn't.
Here is another place where knowing the context matters. If you know you'll have a person guiding users through the experience gives you freedom to aproach more complex functionalities whereas a VR experience targeting unattended, potentially first time users, should be limited to very straight forward, simple and intuitive interactions.
Your project will be handled exclusively in-house by a team that only does VR development. We're a mixed group, tackling all production aspects from 3D modeling to Code to UX/UI.
We value our time and that's why we don't price by the hour. We can quickly assess your project scope and provide you with a fixed time and cost estimate. Our extensive experience translates to faster development times and reduced costs.
Homes interior and/or exteriors, apartments, customizable materials, drone shot backdrop.
Larger spaces, any custom fit out, interactive with menu system, branded environment and UI.
A garage, broadcasting trucks, historic places, deserted island, we've done it all.
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Tell us a bit more about your project, what you want to achieve and who you're targeting.