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Insights and best practices from our tech blog, with a focus on Unity, C#, and cross-platform development.
VR training application with conversational AI avatars
We built a VR application for Quest 2/3/3S and Pico 4 that lets users practice professional interactions through natural conversations with AI-driven avatars. Users speak through the headset microphone, and the avatar responds in real time with fluid dialogue delivery.
To make the experience feel believable, we synchronized speech, facial animation, and lip-sync so responses look and sound natural rather than “robotic.” The result is an immersive training tool that helps users rehearse different workplace scenarios and environments through interactive, voice-based roleplay.

An immersive VR store tour that blends panoramic interiors with interactive 3D products and employee interactions.
We developed a VR application that uses high-quality panoramic photos to create a realistic sense of presence as users walk through a store. To enhance immersion, we integrated 3D objects directly into the scenes. Users can interact with selected products by highlighting them, viewing details, or inspecting them more closely. The experience also includes interactions with employees who can guide the tour and provide context or assistance within the virtual environment.

A high-fidelity truck configurator with modular component variants and per-part paint customization.
We delivered an interactive configurator that allows users to customize a truck by swapping out different components, such as engine options, side skirts, and other modular parts. Users can also select colors and finishes for each part of the truck. Built in Unity with HDRP, the project focuses on realistic materials and lighting to showcase the vehicle in high visual quality for customer-facing presentations.

A collaborative VR multiplayer challenge used at the Volvo VISTA 2024 World Championship Final to evaluate teams through safety-system scenarios that demand fast, coordinated execution.
In a joint effort, we helped deliver a VR multiplayer experience created for professionals in the Volvo Trucks and Volvo Buses service network. The experience was deployed during the Volvo VISTA 2024 World Championships Final as part of team evaluation.
The session involves four players, plus a spectator, and it is based on a hands-on scenario that shows how Volvo's key safety systems work. Teams must communicate clearly, divide responsibilities, and act quickly to achieve the scenario's objective within the time limit.

Car-driving simulator project dedicated to doctors, occupational therapists, and patients.
STISIM Drive G4 is a driving simulator designed to support clinical assessments and rehabilitation workflows for therapists and patients. In our collaboration, we provided a core algorithm that correctly positions and aligns the vehicle on imported road networks using ASAM OpenDRIVE for the road, lane, and junction structure, as well as ASAM OpenSCENARIO for how the simulated situation unfolds. Making vehicle placement deterministic and standards-driven improved reliability for the client and enabled downstream features that depend on accurate, lane-level context, such as lane-keeping assistance and other road-aware logic.

An isometric Web and Android app that clearly explains how a company’s safety systems work.
We delivered Safety Systems Showcase, an isometric application for Web and Android that presents the operation of a technology company’s safety systems in a clear, approachable way. The app breaks down the systems into simple visual mechanisms, allowing customers to quickly understand the service, how it works, and why it would be valuable for their organization.

A shader-based tool for creating Line Of Sight and Fog Of War effects in Unity.
We developed a shader-based Line of Sight/Fog of War system for Unity that delivers real-time visibility in 2D projects, seamlessly integrating with URP and 2D Lights.
Visibility is generated on the GPU using Compute Shaders, then refined with an efficient blur pipeline (including Dual Kawase). To ensure efficiency, we implement a downsampling technique for the blur passes, enhancing performance. Additionally, we utilize the softened results outside the visible area to distinctly differentiate between what the player can see and what is hidden. The system is implemented via URP Render Features and a custom render pass, and it supports stencil-based masking for selective sprite reveal.

Infinite One-Button Rotational Shooting Game for Google Cardboard
We built an infinite one-button Google Cardboard shooter in a single weekend, inspired by the Matrix style of action. Players rotate using the headset and tap the screen to shoot, fighting off enemies while protecting three healing bases. Difficulty ramps up quickly as spawn frequency increases.
The project uses a modular ScriptableObject-based architecture, custom shaders, an extensible enemy spawner, and object pooling for performance. It also includes core systems like damage, scoring, and a tween-animated UI, with ProBuilder prototyping and mouse support for faster Editor testing.

A 3D adventure game with keyboard-based local split-screen co-op, built with Cinemachine, the new Input System, and animation-driven gameplay events.
As part of a game development course, we created a 3D adventure game designed as a follow-along project for our students. Set in a dark yet fairy-tale world, the game's objective is to reach the brightest crystal while navigating monsters, avoiding danger when possible and fighting with a sword when necessary. One of the game's key features is local split-screen co-op on the same keyboard. This feature is implemented with two distinct control schemes, allowing both players to play comfortably without a mouse. Technically, the project demonstrates a multiplayer setup with Cinemachine and Unity’s new Input System. This setup includes per-player layers and a virtual camera configuration that keeps controls and cameras properly separated. Attacks and footsteps are synchronized using Animation Events to ensure precise gameplay and audio timing.
![[interface] screenshot of collaboration interface (for a productivity tools business)](https://cdn.prod.website-files.com/69343845e4f3f00cfb91ee97/693442d5b82b24ab55a21bfd_0d689b28-0626-46aa-95f9-cb0d034fe7ed.avif)
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