Services / Gaming / Augmented and Virtual Reality

AR & VR Development Company: immersive gaming experiences across AR, VR, and metaverse platforms.

Cross-platform immersive games engineered to hit frame-rate targets on real headsets and mobile hardware, not just in a controlled demo.

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Our Methodology

Built for real headsets, not a controlled demo.

Discover

Target hardware and comfort constraints set the design brief.

Design & Build

Locomotion and interaction systems tuned against motion sickness.

Pilot & Verify

Frame-rate and thermal profiling on target devices.

Scale & Operate

Support extended to new headsets and platforms as they ship.

Proof, Not Promises

Real engagements, the results attached to each one.

Returns for fit reduced by 21% on try-on styles

Footwear brand, Southern California

42,000 virtual visits in the first 6 months

Local authority museum service, Scotland

What's Included

4 capabilities, one delivery team.

VR Game Development
Locomotion and comfort design tuned to avoid motion sickness.
AR Game Mechanics
Real-world-anchored gameplay that holds up outside a lab setting.
Cross-Platform Immersive Design
One core experience adapted across headsets, mobile AR, and desktop.
Performance Optimisation
Frame-rate and thermal tuning for sustained play sessions.

The stack behind this service.

Real tools our team works in day to day, not a generic capability list.

Unity
Unreal Engine

Ten industries. One audited standard.

Different regulations, different systems of record — the same discipline every time: agents that run inside guardrails and leave a record you can read.

View all industries →

Augmented and Virtual Reality case studies

Challenge, solution, results. What we have shipped here.

Anonymised at the client's request. Each card states the pain point, what we built, and what changed. Plus the service type and country.

02 studies
Apps USA

AR try-on for a California sneaker brand shopping app

Footwear brand, Southern California

Challenge
Online returns were running at 28%, mostly for fit and 'looked different in person'. The brand had tested a third-party try-on widget that was slow, needed a separate app download and only worked on a third of its catalogue, so customers rarely found it.
Solution
AGS built AR try-on directly into the brand's iOS and Android app using on-device tracking, with a pipeline that converts the brand's existing product photography into 3D models at around 40 minutes per style. Customers see the shoe on their foot from any angle and share a clip.
Results
  • Returns for fit reduced by 21% on try-on styles
  • 3D models for 340 styles produced in 10 weeks
  • Try-on used in 31% of sessions viewing supported products
Service type · AppsCountry · USA
Web UK

Browser-based VR tour for a Scottish council heritage museum

Local authority museum service, Scotland

Challenge
The museum's most fragile gallery could only admit 12 visitors an hour and was closed entirely during a two-year conservation project. Schools across the region lost their visits, and the council had no way to keep the collection visible without a budget for a native app.
Solution
We photographed the gallery with photogrammetry and built a WebXR tour that runs in a browser on phones, laptops and headsets with no installation. Teachers get guided routes with curator audio; the team updates captions through a simple editor. Hosting costs are covered by a small monthly sum.
Results
  • 42,000 virtual visits in the first 6 months
  • 38 schools booked guided sessions during the closure
  • Runs on 3 device classes with no download
Service type · WebCountry · UK

FAQ

Augmented and Virtual Reality: questions, answered.

What platforms do your immersive games run on?

We build cross-platform immersive games across AR, VR, and metaverse platforms, with one core experience adapted across headsets, mobile AR, and desktop. Target hardware and comfort constraints set the design brief from the start, so the game is engineered for real devices rather than retrofitted to them afterwards.

How do you prevent motion sickness in VR games?

Locomotion and interaction systems are tuned specifically against motion sickness, and comfort constraints shape the design brief before build begins. We validate comfort with real players on target headsets during the Pilot step, so the experience stays playable across sustained sessions, not just short demos.

Can you hit stable frame rates on standalone VR headsets?

Yes. Performance optimisation covers frame-rate and thermal tuning for sustained play, profiled on the actual target devices rather than a high-end PC. One VR title we built sustained 90fps on standalone hardware at launch, because frame-rate and thermal profiling happen before release, not after complaints.

What's the difference between building for a demo and building for real hardware?

A demo runs once on a controlled setup; real hardware runs for hours on devices with heat and battery limits. We engineer to hit frame-rate targets on real headsets and mobile hardware, profiling thermals and performance on target devices and extending support to new headsets as they ship.

Make it playable on real hardware.

Tell us what you're building and we'll map the fastest path to it.

Let's talk