Playable product demos
Let customers interact with the product story instead of reading another brochure or watching another video.
Games are one delivery format. The value is interaction — playable product demos, creator and builder tools, scenario training, and 3D experiences people explore instead of watch. Nearly all of it now ships as a URL rather than an install.

Interactive systems earn their cost when they help someone learn faster, understand a product, or explore a place they cannot visit yet. Where we have one running, it is linked — no sign-up, no install.
Let customers interact with the product story instead of reading another brochure or watching another video.
Software that lets other people build: our own splat editor and spatial workspace are the same tools we use on client work, running in a browser tab.
Use goals, feedback, progression, and scenario practice to make learning more active and measurable.
No install, no store review. The same build opens on a phone, a laptop and a headset — see the playground or the WebXR showcase.
Wayfinding, walk-throughs and interpretation for a venue that is not finished yet — so it can be understood and argued about before anyone can stand in it.
Turn complex ideas into journeys, scenes, missions, and choices that people can understand by doing.
The strongest projects do more than look good. They give the user agency: explore, practise, choose, build, and understand by doing.
Game-inspired training mechanics applied to real safety outcomes and decision practice.
Browser-friendly 3D viewing and interactive exploration for places, products, and branded experiences.
Advanced a virtual environment that allowed users to create, customise, and interact with 3D spaces. Work included project architecture cleanup, Unity migration, modular systems, plugin integration, scene management, and builder tooling.
Helped create interactive virtual experiences and tooling for digital garments and branded environments, with a focus on WebGL delivery, UX flow, and performance.
Immersive racing presentation with VR interaction design, broadcast moments, and telemetry-driven storytelling for a new kind of motorsport viewing product.
Beta-stage XR and interactive concepts including spatial shopping, immersive fitness, 4D viewing, and wellness-led experiences.
Real-time 3D applications, product demos and interactive scenes that need nothing installed.
One codebase reaching Meta Quest, Apple Vision Pro and Android XR, with the flat-screen version working too.
VR, desktop and prototype systems where a native engine is genuinely the right call rather than the default one.
Mixed-reality retail with hand tracking, of the kind running in our spatial shop build.
We would rather show you something running than send a deck. Tell us the brief and we will come back with a working prototype scope.