Services

Immersive content that earns attention - and results.

We plan, make and ship immersive work across AR, VR, 360 and web. We help you choose the right technology to move the right audience. The result is simple: experiences people remember and outcomes you can measure.

FAQs

How do we choose an immersive production company?

Five questions worth asking anyone you're considering.

  1. Do they own their capture hardware, or hire it in? Owning it means fewer constraints and lower freight costs.
  2. How many projects have they delivered, as opposed to pitched? Ask for delivered work, not a capabilities deck.
  3. Will they tell you when immersive is the wrong answer? A studio that only ever recommends its own speciality isn't advising you.
  4. Who does the post-production, and is it in-house? On immersive work post is five to twelve times the length of the shoot, so it's where quality is won or lost.
  5. What happens after launch? Ask what support is included, for how long, and what it costs after that.

What's the difference between 360° video and interactive VR?

360° video is live-action film captured in every direction. The viewer can look anywhere, but the story runs on rails. In the trade it's called three degrees of freedom: you turn your head, and you see and hear in every direction.

Interactive VR is six degrees of freedom. The world is computer-generated, so the viewer can walk through it and change what happens.

360° is faster and cheaper to produce, works beautifully with real places and real people, and is far easier to run at an event because you can get an audience in and out quickly. Interactive VR suits training, product exploration and anything where the user needs real agency, but it takes longer, costs more, and needs a lot more management on site.

One thing we'll say plainly: interactivity should only be there when it adds something. Give a first-time user a headset and controllers and a good chunk of your dwell time goes on learning the controls. Often headphones and a beautifully shot 360° film do more.

Do users need to download an app to view AR?

Not for WebAR. Users scan a QR code and the experience opens in their phone's browser, with nothing to install. That matters, because most people won't download an app for a one-off experience.

App-based AR gives you more: on iPhone Pro models it can use the LiDAR scanner, so it tracks objects and surfaces far more reliably, performance is better, and more advanced features become available. But it adds friction.

We recommend WebAR when reach matters most and app AR when capability does.

What resolution do you shoot 360° video at?

12.5K as standard, on the Meta Camera systems built by our sister company. We shoot mono or stereo depending on the deliverable, and capture spatial audio alongside.

Headset delivery is usually mastered at 6K or 8K. The reason we capture so far above that is headroom: resolution gives our post team room for VFX, clean-up and reprojection, and it means your footage is still usable when headsets improve.

Can immersive content be reused across platforms?

Yes, and it should be. A single 360° shoot can produce:

  • A headset experience
  • A YouTube 360 cut
  • Flat 16:9 and 9:16 social edits
  • A web player version
  • Dome or LED masters
  • Stills

We plan distribution at brief stage so one production feeds a whole campaign rather than a single moment. It's also worth knowing that a good 360° film ages well. We've had a marketing film picked up later for staff onboarding, and archive footage brought back into new experiences.

Do you provide hardware and staffing for live events?

Yes. We source and supply headsets, pre-load content, manage on-site setup and provide trained staff to run experiences at events, exhibitions and retail activations.

For anything running unattended or touring, we build in device management so headsets update remotely and reset themselves between users: the app launches when someone puts the headset on and resets when they take it off. For group sessions we can add Conductor, our own control app, which lets one facilitator launch, pause and track every headset from a single tablet.

Can you build for Apple Vision Pro?

Yes. We develop for visionOS, and we've prototyped and costed both event demos and permanent multi-room Vision Pro installations. It's the right choice when you have a small audience and want the highest possible fidelity, and the wrong one when you need to move a lot of people through quickly, because it takes longer to fit and set up than a Quest.

Do you handle a project end to end, or just part of it?

Either. Most of our work is end to end: concept, shoot, post, build, deployment and support.

But we also come in partway, for example:

  • Post-production on footage you've already captured
  • A VR app built around an existing film
  • Adding new areas to a virtual tour you already run
  • Consultancy on what to make and where it should live

What if the technology might not work for our product?

Then we test it before you commit the budget. Where there's real technical risk, such as tracking a mirror-finish object, an unusual surface or a difficult site, we'll quote a short paid R&D phase first, usually a couple of days with a developer on a representative sample.

If it works reliably, we proceed. If it doesn't, you've spent a fraction of the build budget finding out.