AI, Data & Emerging Technology · XR experiences
Spatial experiences that work across every device
We create extended reality experiences that blend digital content with physical spaces, from mixed reality showrooms and event installations to spatial apps, built once and delivered across headsets, phones and the web.
- Mixed reality passthrough
- Cross-device delivery
- Event installations
Overview
Planning a spatial experience across devices
Extended reality covers the full range from phone-based AR to mixed reality headsets that blend passthrough video with virtual objects, to fully immersive VR. An XR experience is planned around the audience and the setting first, then designed so the same core content can be reached through more than one of these doors. That keeps reach wide without lowering the best version.
The central trade-off is shared content against device-specific polish. Building once and deploying everywhere saves effort, but each device has different input, field of view and performance. We usually share 3D assets, data and logic across platforms while tailoring interaction and layout per device. For events and installations, throughput, reset time and staffing also shape the design. Those operational limits drive many design choices.
A good XR experience works in the venue’s actual conditions, can be run by staff, and degrades gracefully on lesser devices. It also has a fallback for every failure point, whether a headset battery, the venue network or a confused visitor, so the experience keeps running when something inevitably goes wrong.
Who it’s for
Built for teams like yours
- 01
Event and experiential agencies
Teams producing launches, conferences and brand activations who need an immersive centerpiece that runs reliably for hundreds of visitors per day with minimal staff. Operations are planned alongside content.
- 02
Museums and visitor attractions
Cultural venues and attractions adding interpretive or interactive layers to exhibits, delivered on loaner headsets, visitors’ phones or both. Content can be refreshed between exhibitions without rebuilding the experience.
- 03
Companies exploring mixed reality
Product, design and operations teams interested in passthrough headsets for collaboration, visualization or guidance, who want a focused first application rather than a long study.
Why it matters
One experience, many ways in
Audiences arrive with different devices: a headset at a trade show booth, a phone at home, a laptop in the office. XR design plans for all of them, sharing the same 3D content and logic while adapting interactions to each. That avoids building three separate projects and keeps the experience consistent wherever people meet it.
We also design the physical side, including space, staffing and throughput, because an installation with an hour-long queue fails no matter how good it looks once visitors finally get inside the headset.
Every engagement includes
- Experience strategygoals, audience, venue and device mix defined before design begins.
- Spatial designstoryboards and gray-box prototypes tested in headset early.
- 3D content productionenvironments, products and animation optimized for each device.
- Cross-platform buildheadset, mobile and web versions sharing one content pipeline.
- On-site readinesssetup guides, operator training and contingency plans for live events.
- Handoverprojects, assets and hosting accounts delivered in your name with documentation.
Features
XR experience design
- 01
Mixed reality passthrough
Digital objects anchored in the real room on Meta Quest and Apple Vision Pro headsets.
- 02
Cross-device delivery
Shared content served to headsets, phones and browsers through Unity and WebXR builds.
- 03
Event installations
Experiences planned for throughput, reset time and staff operation at booths and venues.
- 04
Multi-user sessions
Shared spaces where several people see and interact with the same content at once.
- 05
Spatial interface design
Menus, text and controls sized and placed for comfortable reading and reach in 3D.
- 06
Content management
Tools to update products, scenes or messaging without rebuilding the whole application.
In practice
Formats we produce
Mixed reality product reveal
Attendees see a full-scale product appear in the room through passthrough headsets, walk around it and open layers, while a parallel phone AR version reaches people waiting in line. Both versions share the same 3D content.
Shared multi-user session
Several people in the same room or different locations see and manipulate the same 3D model together, useful for design reviews, sales presentations or remote collaboration. Sessions sync position, gestures and voice for each participant.
Augmented museum exhibits
Museum objects or displays gain reconstructions, animations and narration viewed through headsets or visitors’ phones, with content updated through a simple management tool. Visitors can choose their language and narration depth, and content stays accurate as curators revise it.
Spatial data visualization
Complex data such as site plans, network maps or 3D scans is explored at room scale in mixed reality, making spatial relationships easier to discuss with stakeholders. Teams can annotate and save viewpoints.
Process
How we work
- 1
Venue brief
We map the setting, expected visitor numbers, session length, staffing and available devices, since these constraints shape the experience more than any single feature. Venue rules, safety and accessibility are covered early too.
- 2
Spatial prototyping
Gray-box scenes are tested on target devices in a space similar to the venue, checking sightlines, safe play areas, comfort and how quickly a new user understands controls. Findings shape the final layout.
- 3
Shared content core
3D assets, logic and content data are built once in a shared project, then each device target gets its own input handling, interface layout and performance tuning. This avoids maintaining separate projects per device.
- 4
Operations tooling
We add a reset flow, a remote operator dashboard, kiosk mode and content controls so venue staff can run sessions without technical help. Staff can see each device’s battery level and session status at a glance.
- 5
On-site rehearsal
Before opening, we run a full rehearsal in the venue, train operators and leave a troubleshooting checklist, with remote support arranged for the event period. Spare devices and backup content are prepared too.
Deliverables
What you receive
- Venue, audience and device plan
- Spatial prototypes tested on target devices
- Cross-platform XR application builds
- Shared 3D asset and content library
- Operator dashboard and kiosk configuration
- Staff training and troubleshooting checklist
- Content management and update guide
Tools & methods
Platforms
- Meta Quest
- Apple Vision Pro
- visionOS
- iOS
- Android
- WebXR
Engines & networking
- Unity
- Unreal Engine
- OpenXR
- Photon Fusion
- Normcore
Production
- Blender
- Cinema 4D
- Substance 3D
- photogrammetry
- spatial audio
FAQ
Frequently asked questions
Anything else about XR experiences? Ask us directly.
AR overlays digital content on the real world, usually through a phone. VR replaces your surroundings completely. Mixed reality anchors digital objects in your actual room so they behave as if they were present. XR is the umbrella term for all three, and many projects use more than one.
Let’s work together
Have a project in mind?
Book a strategy call and we’ll show you exactly how to turn your goals into a system that generates consistent results.