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New GenAI & AI agent development

Emerging Technologies

AR/VR Development Services

We build AR and VR applications in Unity and Unreal for staff training, product visualisation and design review, running on headsets and mobile devices.

  • AR experiences
  • VR simulations
  • Immersive training
  • 3D product views
Years of delivery
8+
Years of delivery
Projects shipped
350+
Projects shipped
Clients across US, UK, AU & SG
200+
Clients across US, UK, AU & SG

What’s included

Everything You Need to Launch an AR/VR Experience That Delivers

We take immersive projects from concept and 3D assets through headset or mobile build to launch and updates.

  • AR/VR Concept & Use-Case Discovery

    We identify where immersive tech adds value in training, retail or design, and define measurable goals for the pilot.

    • Concept brief
    • Pilot success metrics
  • Immersive Experience & Interaction Design

    We storyboard scenes, gestures and comfort settings so users navigate naturally without motion sickness or training.

    • Storyboards
    • Interaction prototype
  • 3D Modelling & Asset Creation

    Your products, spaces or machines become optimised 3D assets that load quickly and look accurate on device.

    • 3D model library
    • Textures & animations
  • Unity & Unreal VR Application Development

    We build VR apps for Meta Quest, Apple Vision Pro and PC headsets, tuned for smooth frame rates and comfort.

    • VR application build
    • Source code ownership
  • ARKit, ARCore & WebAR Development

    We create marker-based and markerless AR for phones and browsers, letting customers preview products in their own space.

    • Mobile AR app
    • WebAR experience
  • CRM, LMS & Product Data Integration

    We connect experiences to your catalogue, learning platform or analytics so sessions track results and reflect live data.

    • API integrations
    • Usage analytics
  • Device Compatibility & Performance Testing

    We test across headsets and phones for frame rate, tracking accuracy and usability before users ever put one on.

    • Device test matrix
    • Performance report
  • App Store Launch & Content Updates

    We handle store submission, rollout and new content releases so your experience stays fresh and your audience engaged.

    • Store submission
    • Content update plan

Need something specific?

Why Kramate

Why Business Owners Choose Kramate for AR and VR

We start with your business goal, not with flashy headsets.

  • Goal First, Gadgets Second

    Instead of

    a flashy demo that changes nothing

    With Kramate

    We agree what you want to improve, like training or sales, before we design anything.

  • Try It Before We Build It All

    Instead of: paying in full for something you have not felt

    With Kramate: You test a simple early version early, so you can say what feels right or wrong.

  • Comfortable for Real People

    Instead of: experiences that make users dizzy

    With Kramate: We test with everyday people, not just experts, and tweak it until it feels natural.

  • Works on the Devices Your Customers Own

    Instead of: needing special gear most people lack

    With Kramate: We can build for phones and web browsers, so customers need nothing extra.

  • Fresh Content After Launch

    Instead of: an experience that goes stale in a month

    With Kramate: We offer a plan to add new scenes and products, so your audience keeps coming back.

Our approach

How We Run Your AR/VR Development Project, Step by Step

You try a small immersive version early, then we build the full experience around what works.

7 clear steps 7 deliverables you keep

  1. AR/VR Concept Study

    We find where augmented or virtual reality helps your training, sales or design work and set clear goals.

    You receive: Concept brief

    You share your audience and goals

  2. Storyboard & Interaction Design

    We sketch each scene, hand movement and comfort setting so people move through it naturally.

    You receive: Storyboards

    You pick the preferred direction

  3. Prototype Scene

    We build one short scene you can wear or hold, so you judge the feel before full production.

    You receive: Working proof

    You test it on a headset or phone

  4. Model & Asset Creation

    We turn your products, rooms or machines into accurate digital models that load fast on the device.

    You receive: Digital models

    You supply photos, plans or product files

  5. Experience Build

    We build the full headset or phone app, adding your content, product data and tracking of results.

    You receive: Working product

    You review each build on a device

  6. Device & Comfort Testing

    We try it on different headsets and phones, checking smooth movement, tracking and comfort.

    You receive: Device test report

    You send real users to try it

  7. Store Release & Updates

    We submit the app to the stores, manage the release and plan new content updates after launch.

    You receive: Live app

    You approve the store listing

Tools & technologies

Technologies We Use for AR/VR Development

We build for headsets, phones and browsers using the engines your audience already has.

  • Unity: Engine for building 3D AR and VR apps across many devices.
  • Unreal Engine: High-fidelity 3D engine for realistic VR and visual experiences.
  • Three.js: Browser 3D library for product viewers and web-based AR.
  • Babylon.js: Browser 3D engine with built-in support for AR and VR in the web.
  • A-Frame: Builds web VR scenes with simple page markup.
  • ARKit: Apple toolkit for placing digital objects in the real world on iPhone.
  • ARCore: Google toolkit for AR experiences on Android phones.
  • OpenXR: Open standard so one app runs across many headsets.
  • WebXR: Browser standard for AR and VR with no app install needed.
  • Meta Quest: Standalone headsets widely used for training and showrooms.
  • Blender: Creates and optimises the 3D models and animations used in scenes.
  • OpenCV: Image and video processing library for vision tasks.
  • WebGL: Browser graphics standard that powers 3D in web pages.
  • TensorFlow: Framework for training and deploying machine learning models.
  • Swift: Native language for iPhone and iPad apps.
  • Kotlin: Native language for Android apps.
  • Figma: Design tool for dashboard wireframes and layouts approved before build.
  • Azure: Microsoft cloud hosting and services.

AR/VR development services create immersive software: virtual reality places users in a fully digital space through a headset, while augmented reality overlays digital objects on the real world through a phone, tablet or glasses. The work covers interaction design, 3D content, engineering for specific devices and testing with real users.

The most important early decision is not a feature but a platform, because headset, phone and browser delivery differ in reach, cost and capability. A second is comfort: poor frame rates and awkward movement can make people feel unwell, which ends a training session or a shopping trial quickly.

This guide covers platform choice, 3D content, comfort, privacy of sensor data, rules in the USA, UK, Australia and Singapore, budgeting and partner selection, so you can judge any proposal on its merits.

What AR/VR development services cover

A project usually moves through concept and interaction design, a quick prototype, content production, engineering for the target device, testing with users and rollout. Prototyping early matters because a sketch of a spatial experience rarely predicts how it feels.

AR/VR development services earn their cost when space, scale or practice matters: rehearsing a risky procedure, previewing furniture in a room, or walking through a building not yet built. When a flat screen would teach or sell equally well, it is cheaper and reaches more people.

Choosing a platform for AR/VR development services

Delivery options for AR and VR
OptionStrengthTrade-off
Headset VR or mixed reality Full immersion, hand and controller input Users need a headset; devices must be managed
Phone and tablet AR Reach: customers already own devices Smaller field of view; short sessions
Browser-based WebXR No app store; link access Fewer device features and lower performance
Smart glasses Hands-free information on the job Limited display and battery life

Native phone AR relies on platform toolkits such as Apple’s ARKit (opens in a new tab) and Google’s ARCore (opens in a new tab). For headsets, the OpenXR standard from the Khronos Group (opens in a new tab) defines a common interface so one application can reach several devices. For the browser, the W3C WebXR Device API (opens in a new tab) specification describes how web pages access AR and VR hardware.

Platform owners publish their own guidance, for example Apple’s visionOS (opens in a new tab), Meta’s Horizon developer documentation (opens in a new tab) and Microsoft’s mixed reality documentation (opens in a new tab). Ask your partner to explain how portable the result will be, since devices and software kits change often.

The 3D content pipeline and performance budget

Content is usually the largest part of the work. Models, textures, audio and animations must look good and run smoothly on modest hardware. Teams usually build in a real-time engine, and Unity’s XR documentation (opens in a new tab) shows how one engine can target headsets and phone AR.

  • Source assets: reuse existing CAD or product models where possible, and simplify them for real-time use.
  • Performance budget: set limits for polygons, textures and effects per scene early, then test on the weakest target device.
  • Interaction: hands, controllers, gaze or voice each need clear feedback.
  • Authoring tools: non-developers should be able to update training steps without a code release.
  • Integration: link to learning, product or inventory systems through well-designed APIs.

Comfort, safety and accessibility in AR/VR development services

Some people feel unwell when what they see does not match how their body moves. Teams reduce the risk with steady frame rates, comfortable movement options such as teleporting, short sessions and a way to pause or exit instantly.

Accessibility needs real attention. Offer seated modes, alternatives to fast hand movement, readable text size, captions and audio cues, and do not rely on color alone. Test with a range of users, including people who wear glasses or have limited mobility. The W3C XR Accessibility User Requirements (opens in a new tab) describe what people with disabilities need from immersive applications. For physical-space AR, consider hazards in the real environment that an overlay can hide.

Security, privacy and sustainability

Immersive devices capture more than most software: camera views of rooms, hand and head movement, sometimes eye tracking and voice. This data can reveal personal details, so collect only what the experience needs, say plainly what is stored, and avoid sending raw camera feeds to servers unless necessary.

  • Apply least-privilege access to accounts and content libraries.
  • Encrypt data in transit and at rest.
  • Manage devices centrally so lost headsets can be locked.
  • Treat training records as personal data.

For sustainability, longer device life and shared headsets reduce electronic waste, and lighter scenes lower power use and heat. Where immersive training reduces travel, say so only if you can measure it.

Industry use cases

  • Healthcare education: students rehearse a procedure repeatedly in VR before working with patients.
  • Retail: shoppers preview a sofa in their living room through phone AR.
  • Architecture and construction: clients walk a design at full scale before building starts.
  • Field service: a technician sees step-by-step repair overlays on glasses or a tablet.

These are illustrative examples, not Kramate client results. Measure learning or sales outcomes against a control before drawing conclusions.

Regional considerations: USA, UK, Australia and Singapore

The main legal issues are privacy, consumer protection and workplace safety. Confirm specifics with legal counsel.

  • USA: privacy law varies by state, with extra attention to biometric information and to children’s data.
  • UK: UK GDPR applies to personal data, and the Information Commissioner’s Office oversees it. Workplace health and safety rules apply to long headset use.
  • Australia: the Privacy Act 1988 applies, and workplace safety duties extend to training equipment.
  • Singapore: the Personal Data Protection Act applies to personal data collected by apps and devices.

For remote testing and support, Kramate publishes four to six hours of overlap with US Eastern time and a full working day with the UK, Australia and Singapore.

Cost factors and how to plan a budget

  • Number of target devices and platforms.
  • Amount and complexity of 3D content and animation.
  • Interaction design and usability testing.
  • Integration with learning, product or business systems.
  • Device purchase, management and replacement.
  • Updates as devices and software kits change.

Start with a short prototype on one device, and ask for AR/VR development services to be quoted in stages. Fixed-price suits a defined experience, a dedicated team suits a content library that will keep growing, and hourly work suits tuning and fixes. Reserve budget for maintenance, since new headset versions and operating systems will change what runs.

How to choose an AR/VR development partner

  1. Ask for a prototype first, and test it on your actual devices before committing to larger AR/VR development services.
  2. Check platform neutrality: can they justify headset, phone or browser delivery for your case?
  3. Review their comfort and accessibility practices.
  4. Understand who makes the 3D content and how you can update it later.
  5. Confirm data handling for camera and tracking information.
  6. Agree ownership of source projects, assets and builds.

How Kramate delivers immersive projects

Every project has a dedicated project manager, daily Slack or Teams updates and a playable review at the end of each two-week round, so you can try the experience as it grows. We sign an NDA before detailed discussions and hand over all intellectual property. See how our delivery process works. Related services include mobile app development for phone AR, IoT development for connected-device scenes and SaaS development for content platforms.

Frequently asked questions

What is the difference between AR and VR for business training?

VR immerses people in a fully digital space, which suits rehearsing risky or costly tasks. AR overlays guidance on the real world, which suits on-the-job help. Many programs use each for different steps.

Which XR platform should I choose?

Pick by audience and task. Phone AR gives wide reach, headsets give full immersion, WebXR gives easy link access, and glasses suit hands-free work. Test a prototype on your real devices before committing.

What is OpenXR?

An open standard from the Khronos Group that gives applications a common interface to many AR and VR devices, so one project can target several headsets with less device-specific code.

How do you avoid motion sickness in VR?

Hold a steady frame rate, offer comfortable movement choices such as teleporting, keep sessions short, avoid forced camera motion, and always allow an instant pause or exit. Test with people who are new to VR, since experienced users tolerate more.

Is WebXR good enough for a product?

It can be, for lighter experiences that benefit from link-based access. It has fewer device features and lower performance than native apps, so check your requirements against the W3C specification and test early.

Is data from AR and VR devices personal data?

Often yes. Camera views, voice, movement and eye tracking can identify or reveal details about people. Collect the minimum, explain it clearly to users, and confirm your obligations with legal counsel in each country.

Sources and further reading

FAQ

Frequently asked questions

Cost depends on the platform, the amount of 3D content, interaction complexity and testing on real devices. Custom models, animations and tracking features add effort. A simple AR viewer is different from a multi-user VR training simulation.

Stages include concept, prototype, 3D asset production, development, device testing and release. Duration depends on content volume, target devices and how many interactions are required. Supplying CAD files or finished models early shortens asset work, and testing on each target headset or phone adds time.

You do. Kramate transfers the app code, 3D assets and project files after payment, with an NDA signed first. Third-party assets and engine licences, like Unity or Unreal terms, apply separately, and we list any that affect your use.

Yes. We can link to your product catalogue, training platform or databases through APIs, and reuse your existing 3D or CAD content where suitable. We tell you early if models need optimising for mobile or headset performance.

AR places digital content over the real world through phones or glasses, which suits retail previews and field support. VR replaces the surroundings with a virtual space, which suits training and simulation. We recommend one after hearing your goal and users.

That depends on your users. Options include iOS and Android phones, Meta Quest headsets, and web-based AR. Each has limits on performance and interaction. Choosing fewer platforms at launch lowers complexity, and we advise on a sensible starting point.

Prepare the use case, target users, available 3D or CAD files, brand assets and the devices people will use. Think about the environment, such as a store or training room. Safety and comfort matter in VR, so tell us about session lengths.

Typical issues include heavy 3D models that slow devices, unclear user guidance, tracking problems in poor lighting and motion discomfort in VR. We optimise assets, test on real hardware and keep interactions simple to reduce these risks.

Taking new projects

Let’s talk about your AR/VR Development Services needs

Tell us about your project and get a free consultation and estimate within 24 hours.

  1. We reply within 4 business hours A real consultant reads your brief — no bot, no queue.
  2. 30-minute discovery call We dig into goals, constraints and budget. NDA signed on request.
  3. Proposal in 24 hours Scope, timeline, team and price — clear enough to decide on.

NDA on request You own the IP No obligation Free estimate

Your information is confidential. We’re happy to sign an NDA.

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