AR and VR experiences people actually use
Gjethe builds augmented and virtual reality content: web AR product viewers that work in the browser, mobile AR apps, VR training simulations and virtual walkthroughs for Meta Quest, Apple Vision Pro and other headsets, and the optimised 3D assets these experiences need. We build with Unity, Unreal, WebXR, ARKit, ARCore and model-viewer, and start every project by checking that AR or VR is the right tool for the job.
- Free first consultation
- Written quote for your project
- Flexible payment milestones
At a glance
- AR
- Web AR, iOS and Android AR
- VR
- Meta Quest, Apple Vision Pro, PC VR
- Engines
- Unity, Unreal, WebXR
- Assets
- Optimised 3D models in glTF and USDZ
Definition
What is ar & vr content?
Augmented reality (AR) places digital content into a live view of the real world, through a phone, tablet or headset. Virtual reality (VR) places the user in a fully digital environment through a headset.
AR and VR are useful when seeing something in space matters: placing a sofa in your living room, rehearsing a dangerous procedure safely, walking through a building before it is built, or exploring a product from every angle. They are less useful when a good video or 3D viewer would do. The best projects start with a clear job, then pick the simplest technology that does it.
Who is it for?
E-commerce and furniture brands
View products in your room before buying, straight from the product page.
Industrial and safety training
Practise procedures in VR without risk to people or equipment.
Real estate and architecture
Walk through spaces before they are built or visited.
Education and museums
Interactive objects and scenes that make learning tangible.
What's included, and what you keep
What's included
- Use-case workshop and technology choice
- Experience design and interaction prototypes
- 3D modelling and optimisation of assets
- Web AR product viewers
- Mobile AR apps with ARKit and ARCore
- VR applications for standalone and PC headsets
- Training scenarios with scoring and feedback
- Virtual tours and walkthroughs
- Performance optimisation for target devices
- Store submission or web deployment
What you receive
Handed over at the end. Yours to keep.
- The AR or VR experience, deployed to web, app stores or devices
- Optimised 3D assets in glTF, USDZ or engine formats
- Source project and documentation
- Analytics on usage where agreed
Choosing the right format
| Format | Best for | Trade-off |
|---|---|---|
| 3D viewer on a web page | Inspecting a product from every angle | No real-world placement |
| Web AR | Placing a product in your space without an app | Fewer features than native apps |
| Mobile AR app | Richer AR experiences used repeatedly | Requires installing an app |
| Standalone VR | Training, simulations, immersive tours | Requires a headset |
| PC VR | High-fidelity simulations | Requires a powerful computer and headset |
Web AR for products
For many shops, the most valuable AR is the simplest: a 3D model on the product page with a button that places it in the customer's room on their phone. No app is needed. iOS uses Quick Look with USDZ files; Android uses Scene Viewer with glTF. We prepare optimised models for both and add them to your store or website.
Accurate scale and realistic materials matter more than detail. A sofa shown at the wrong size erodes trust quickly.
VR training that teaches
VR training works when it lets people practise something difficult, rare or dangerous, and gives them feedback. We design scenarios with your subject experts: the steps, common mistakes, what success looks like, and how the trainee is guided or scored. The result should fit into your existing training, not replace it.
Comfort matters. We follow design practices that reduce motion sickness, such as teleport movement and stable reference points, and test with first-time users.
3D assets that perform
Headsets and phones have limited processing power. Models created for rendering or manufacturing usually need to be rebuilt or simplified for real-time use, with optimised geometry, textures and materials. We optimise assets so experiences load quickly and run smoothly on the target device.
When we'd advise against AR or VR
If the goal can be met with a good video, photographs or an interactive 3D viewer, those are usually cheaper and reach more people. We'll tell you when that is the case. AR and VR should solve a problem that flat media can't.
What helps us start
- The goal and who will use the experience
- Target devices and how people will access it
- Existing 3D models, CAD files or photos
- Subject experts for training content
- Brand guidelines
- How success will be measured
How ar & vr content works, step by step
Every step has a clear output you can review. Timing is agreed in your quote.
- 1
Discover
Goal, users, devices and whether AR or VR is the right tool.
- 2
Prototype
A quick interactive prototype to test the core idea.
- 3
Design
Interactions, environments and content in detail.
- 4
Build
Development and asset optimisation for target devices.
- 5
Test
User testing for usability, comfort and performance.
- 6
Launch
Deployment to web, stores or managed devices.
Tools, and what shapes your quote
Pricing is based on your project and agreed in your quote. These are the things that move it.
| Factor | Why it matters |
|---|---|
| Experience type | A web AR viewer is far simpler than a full VR training simulation. |
| Number of scenes or products | Each scene or model adds design and optimisation work. |
| Asset availability | Usable 3D models save modelling time. |
| Interactivity | Scoring, branching scenarios and physics add development. |
| Platforms | Supporting several headsets or both mobile platforms adds testing. |
| Distribution | Store submission and device management add steps. |
| Area | Tools |
|---|---|
| Engines | Unity, Unreal Engine, WebXR, three.js |
| AR | ARKit, ARCore, model-viewer, Quick Look, Scene Viewer |
| VR | Meta XR SDK, OpenXR, visionOS and RealityKit |
| 3D | Blender, Substance 3D, Reality Composer |
Common mistakes to avoid
What we see go wrong most often, and how a good project avoids it.
Technology first
Starting with 'we need VR' instead of a problem leads to novelty projects nobody uses.
Heavy models
Unoptimised assets cause slow loading and stutter, especially on phones and standalone headsets.
Ignoring comfort
Poor movement design makes users feel sick and stop.
No plan for distribution
Decide how people will get the experience, and on which devices, before building.
Frequently asked questions
Do customers need an app for AR?
Not for simple product placement. Web AR works from a product page on most modern phones.
Which VR headsets do you build for?
Meta Quest headsets, Apple Vision Pro, and PC VR through OpenXR, chosen according to your users.
Can you use our existing CAD models?
Yes, usually after optimisation, since CAD models are too heavy for real-time use as they are.
Can you build VR training for our staff?
Yes, designed with your subject experts and tested with real trainees.
Is AR or VR right for our project?
We'll assess it honestly in discovery. Sometimes a 3D viewer or video does the job better and reaches more people.
Do you build Apple Vision Pro apps?
Yes, with visionOS and RealityKit or Unity, depending on the experience.
Can you add AR to our Shopify store?
Yes. Shopify supports 3D models and AR viewing on product pages, and we prepare and upload the assets.
Who owns the source project?
You do, once the project is paid, along with the 3D assets created for it.
How is AR and VR development priced?
It is quoted on the experience type, the number of scenes and assets, interactivity and target devices.
Can VR experiences run without an internet connection?
Yes. Standalone headset apps can run offline, which suits training rooms and trade-show stands.
Can we measure how people use the experience?
Yes. We can add analytics to see completion, time spent and, for training, scores and common mistakes.
Can you turn product photos into 3D models?
Photo-based capture can produce usable models for some products. For accurate dimensions and clean materials, modelling from CAD or measurements is more reliable.
Do you build multiplayer VR?
Yes, for training and collaboration scenarios where several people need to share a space, using networking frameworks suited to the engine.
Related services
AR & VR Content by industry
Show it in space.
Tell us what you need. You get an honest assessment, a clear plan and a written quote. The first consultation is always free.
- What happens next
- 1You tell us what you need
- 2We aim to reply within 24 hours with questions
- 3You get a written quote for your project