FAQs
What does Visualise do?
Visualise is a London-based immersive content studio. We produce virtual reality, augmented reality, 360° video, spatial computing and interactive web experiences for international brands and agencies.
We've been producing immersive content since 2011, with over 250 projects delivered, and we work end to end: concept, production, post-production, deployment, and support once it's live.
How much does a VR or AR project cost?
It depends mostly on three things: how many shoot days you need, how much CG or interactivity sits on top of the footage, and whether hardware and staff are needed on site.
As a guide, excluding VAT:
- 360° film — £10,000 to £100,000
- WebAR — £15,000 to £85,000, or nearer £100,000 for a full-scale native app campaign
- VR apps and virtual tours — £25,000 to £70,000
- Templated 360° player, your existing film in a headset under your branding — from £4,850
- Large-scale installations and attractions — from £100,000
The 360° range is wide for a good reason: a documentary-style shoot in a real place with real people sits at the bottom, while scripted work with art direction, locations, creative development, actors and VFX sits at the top.
We quote non-profits at a 20% discount.
If you have a budget, tell us and we'll say what's achievable within it. If you don't, we'll usually quote two or three versions at different scales so you can see what the money buys.
How long does an immersive project take?
Typical end-to-end timelines:
- WebAR activation — seven to eleven weeks
- Single-location 360° film — five to nine weeks
- Interactive VR — eight to seventeen weeks
- International, multi-country production — fifteen to eighteen weeks
- Visitor attraction — six to nine months
The thing that surprises most people is the ratio. Post-production on immersive content typically runs five to twelve times the length of the shoot, per deliverable. A single shoot day producing one film becomes five to twelve days of stitching, grading, spatial audio and VFX. If that shoot is feeding several films, post multiplies accordingly.
The other honest answer is that the biggest cause of delay is rarely production, it's approval cycles. Projects with one named decision-maker and a fixed feedback window are the ones that hit their dates.
Which headsets and platforms do you build for?
We build and deliver for:
- Meta Quest 3 and Quest 3S
- Apple Vision Pro
- PICO 4 Ultra
- Browser-based WebXR and WebAR
- iOS and Android apps, and social AR platforms
- Projection domes, Igloo immersive rooms, LED walls and large-format installations
- YouTube and social, for 360° distribution
We're agnostic on hardware and we'll recommend based on the job. Apple Vision Pro for small numbers of important people. Quest 3 or PICO when you need throughput and minimal setup. Tethered when fidelity matters most, standalone when logistics do.
Do you work outside the UK?
Yes. We're based in London and we shoot and deliver internationally. We've filmed for the European Bank for Reconstruction and Development across multiple countries, for Worldwide Veterinary Service in Malawi, and for brands including Louis Vuitton in Paris and Coca-Cola in Times Square.
For some territories we now send a Visualise supervisor to direct and work with a local crew and local equipment, rather than shipping camera kit through customs. It's faster, cheaper and considerably less risky.
What makes Visualise different from other XR studios?
Three things.
- Depth of experience. We've been producing immersive content since 2011, and after 250-plus projects we usually know what will and won't work before you've spent anything.
- Our own cameras. Through our sister company Meta Camera we design and build the professional 360° camera systems we shoot on, now in their fourth generation. It means we're not limited by what's available off the shelf.
- We come from film. Our work is live-action and cinematic rather than fully computer-generated, which is why it tends to feel real rather than rendered.

