Coca-Cola's Time Square - playable billboard for Grey / Hogarth
Who we work with
Agencies / White-label production behind your pitch
You own the client and the idea. We make the immersive part work - under your name, or alongside it.
We are the specialist production partner agencies bring in when a brief calls for VR, AR, 360 film or something that has not been done before. We have made immersive work since 2011, for agencies including adam&eveDDB, Saatchi & Saatchi, AKQA, Havas, Wasserman and NRG, and for WPP’s Grey and Burson.
We can work white-label, with no Visualise credit and everything in your templates, or as a named partner in the room with your client. That is your call, and we agree it at the start.
We will also tell you early if an idea will not work, what it should cost and what would work better. It is easier to hear that from us before the pitch than from the client after it.
- Since 2011Immersive is all we do
- Over 100immersive experiences delivered
- 12.5K360 capture on our own Meta Camera systems
- Award-winningCannes Corporate Gold, Raindance, BIMA, IBC and The Drum
How agencies use us
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Pitch support
Feasibility, references, a realistic budget range and a timeline, so your deck promises something that can be built.
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White-label production
360 film, VR, AR and VFX produced under your brand. Our crew, cameras and developers; your client relationship, your templates and your credit.
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Technical build for your creative
You bring the idea and the design, we engineer it. For Coca-Cola’s playable Times Square billboard we were brought in purely for the technical development.
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Live and on-site delivery
Live 360 streaming, AR over a live event and headset experiences run on the day. We delivered the live immersive content for EE’s 5G launch from the FA Cup Final at Wembley.
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Kit, crew and headsets
12.5K 360 cameras built by our sister company Meta Camera, drones, spatial audio, and headset fleets configured, managed and collected afterwards.
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A second opinion
Not sure whether a brief needs VR, WebAR or just a very good film? We will say which, even when the answer is the cheaper one.
Work made with agencies
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Saatchi & Saatchi
EE 5G launch, live from Wembley
Live AR and VR streamed over 5G from the FA Cup Final at Wembley, with six 360 cameras in the stadium. View case study
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Grey · WPP Open X
Coca-Cola Playable Billboard
A two-player game on the world’s most famous billboard. We built the live, low-latency system behind it: 6.8 million impressions from a one-day activation. View case study
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AKQA
Rolls-Royce Phantom Tempus
A web 360 and VR launch for the Phantom Tempus, explorable on desktop, mobile and headset. View case study
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Havas Play
SEGA Two Point Museum
A fake out-of-home film for SEGA’s game launch: a dinosaur skeleton chasing a London cab. Over 7 million views. View case study
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Wasserman
Kia EV6 Virtual Showroom
A walk-round WebGL showroom for the EV6 that runs on phone, tablet and desktop in under 10MB. View case study
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Cake (Havas)
BT with Scottish Rugby
Train with the Scotland squad before the Six Nations, in VR with a haptic vest so you feel every touch. View case study
“Visualise allowed us to push the boundaries of what is possible with immersive technology. They delivered a hugely challenging and pressured project live from the FA Cup Final, and also helped us to understand and ideate during the creative process. A first-class partner.”
How a job runs
Scope and pitch
A call to understand the client’s aim, your idea and what inspired it. You get feasibility, a budget range and a timeline to pitch with.
Statement of work
Once it is won, we write a statement of work: the creative vision, our assumptions, every deliverable and the payment schedule.
Production
Staged production with clear review points and regular check-ins, so you always have something current to show your client.
Testing and delivery
Testing on the real devices, then delivery into your process - app stores, venue screens, headsets or the web - and a follow-up on how it performed.
Guide budgets and timelines
- 360 film, documentary-styleOne to three shoot days, finished for headsets, domes or YouTube
- £15,000 - £40,000
- 360 film, scriptedWith cast, locations and VFX
- £30,000 - £80,000
- WebAR activationFour to six weeks from sign-off
- £10,000 - £45,000
- VR app or virtual tourFour to ten weeks, depending on scenes and interactivity
- £25,000 - £50,000
- White-label 360 player for headsetsAn existing film in a headset under your client’s branding, from a rebranded player to a custom build
- £4,850 - £15,000
- Installations and attractionsDomes, LED rooms and permanent visitor experiences
- from £100,000
All excluding VAT; headset hardware is quoted separately. Most briefs land inside these ranges. Send us yours and we will tell you where it sits before you pitch.
FAQs
Do you work white-label?
Yes. Where an agency needs it, nothing we produce carries our name: no credit, no logo and no Visualise contact details, and our documents go out in your templates. Where you would rather introduce us as your specialist partner, we are happy to be in the room. We agree which it is before work starts and stick to it.
Can you help before we have won the work?
Yes, and it is the best time to call. We will check feasibility, find references from similar work and give you a budget range you can put in front of the client. If immersive is the wrong answer for the brief we will say so then, not after you have sold it.
What do you need in a brief?
The audience, where it will be experienced (a headset at an event, a phone on the street, a screen in a store), the date it has to be live and a budget range if you have one. A storyboard or even a rough idea is enough for us to come back with a real number.
How long do projects take?
Most AR projects take four to six weeks. Virtual tours and interactive web builds typically take four to ten weeks from brief to launch. Most 360 films shoot in one to three days, with post-production on top.
The most common cause of delay is not the build, it is approval cycles, so we agree a review schedule at kick-off.
Can you work alongside our creative team and other suppliers?
Yes. On Coca-Cola’s playable billboard the creative came from WPP Open X led by Grey, Subvrsive ran delivery and we handled the technical development. On Symphony, which went on to win a Thea Award, we shot the live action in Barcelona while Glassworks created the CG. We are used to being one part of a larger team.
Which headsets and platforms do you build for?
We are headset agnostic and recommend the device that suits the job: Meta Quest, PICO and Apple Vision Pro for headsets; WebAR in the browser; native iOS and Android apps; Snapchat and TikTok for social AR.
Get in touch
Got a brief on your desk?
Send it over, or tell us the idea in two lines. We will come back with what is possible, what it should cost and how long it will take.