Game & VR Development

Visitors try a VR headset and a touchscreen game at a Vuelance exhibition stand

// Game & VR

VR, games and 3D that people step into, and remember.

A brochure gets skimmed and a video gets half-watched. Put someone inside a headset and they remember it, which is why VR and 3D sell property, train staff and launch brands so well.

  • A playable pilot before the full build

  • Runs on the devices your audience already owns

  • Our VR office and games, online to try

Talk to us about this

// What we build

Five things we build, one at a time

Every one of these is something you can hand to a customer, a buyer or a new hire and watch them react.

A client walks through a building design in a Quest headset while the team follows on a tablet and laptop.

Meta Quest 3 VR apps

Built with WebXR, so it opens from a link in the headset’s browser with nothing to install.

No PC and no cables, so the headset can go to a sales suite, a training room or an exhibition stand.

A 3D adventure game on a phone turned sideways, with a joystick, attack buttons and a map on screen.

Mobile games

Casual games for iOS and Android, designed to keep players coming back.

We design the loop first, the thing that makes someone play one more round, and build the art and levels around it.

A flat seen from inside a headset, with a menu for switching finishes and the city beyond the balcony.

VR property

Walkthroughs of homes, offices and showrooms that buyers can explore on a headset or in their browser, from anywhere.

Buyers walk through a flat before it is built, switch finishes, and see the view from the balcony, from wherever they are.

A 3D room in an ordinary browser tab on a laptop, turned with the mouse and recoloured from a row of swatches.

3D on the web

Product configurators and 3D showcases with Three.js. No app download needed.

It loads inside your existing website, so a customer turns a product around or walks a room without installing anything.

Visitors queue at an exhibition stand to try a VR headset and the touch screens beside it.

Brand and event experiences

VR and 3D activations for launches, exhibitions and events that people queue up to try.

A stand people queue for at an exhibition, or a launch moment they talk about afterwards, built for one day and reusable after it.

// Try it

Two things to try before you call us

Talking about VR is a poor substitute for putting it on. Both of these run in a browser today, built by the people who would build yours.

// How it runs

From an idea to something people can step into

Three stages, each ending with something you can try, and the pilot comes first.

  1. 01

    Concept

    Week 1

    The audience, the device and the one moment it is built around, agreed on paper.

    You get a storyboard and a quote for the pilot.

  2. 02

    Playable pilot

    Weeks 2–3

    A rough version on the real headset, phone or browser, to try before the details are built.

    You get something to put in people’s hands.

  3. 03

    Build, test and release

    From week 4

    Art, sound and interaction finished, tested on the devices, then put online where you need it.

    You get the finished experience, its source files and support after launch.

// Start here

Start with a pilot, not a contract

For property, training and brand launches: try the idea in VR or 3D before the full build.

2–3weeks

A playable pilot in two to three weeks

Rough on purpose and running on the real device, so the decision about the full build is made with something in your hands.

  1. Week 1

    The concept and storyboard agreed, with a fixed quote for the pilot.

  2. Weeks 2–3

    Your demo running on the real headset, phone or browser.

Concept and storyboard agreed

The audience, the device and the one moment it is built around, on paper before anything is modelled.

A playable demo on a headset or in the browser

Rough on purpose, running on the real device, so the decision is made with the thing in your hands.

A fixed quote for the full build

What the finished version costs and how long it takes, written down before you commit to it.

Not sure which of the five fits?

Tell us who the audience is and where they will be, and we will say which one it should be, and if it should be none of them.

Get a quote for your pilot

// Questions

Asked about this service

Not always. For events, training rooms and sales suites we set the headsets up for you. When your audience will not have one, 3D on the web gives a similar feel on any phone or laptop.

Yes. It is a web address, so it can sit behind a login or be shared only with the people who need it, which suits training and events where it is not meant for the public.

It should not. We optimise models and textures for the web and load the 3D only when someone opens it, so the rest of the page stays fast.

Yes, and we would rather you did. Our VR office at vr.vuelance.com runs in any browser or on a Quest, and the games at oddvexel.com play free with no download. Both were built by the same team that would build yours.