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
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Emerging Technologies
We build AR and VR applications in Unity and Unreal for staff training, product visualisation and design review, running on headsets and mobile devices.
What’s included
We take immersive projects from concept and 3D assets through headset or mobile build to launch and updates.
We identify where immersive tech adds value in training, retail or design, and define measurable goals for the pilot.
We storyboard scenes, gestures and comfort settings so users navigate naturally without motion sickness or training.
Your products, spaces or machines become optimised 3D assets that load quickly and look accurate on device.
We build VR apps for Meta Quest, Apple Vision Pro and PC headsets, tuned for smooth frame rates and comfort.
We create marker-based and markerless AR for phones and browsers, letting customers preview products in their own space.
We connect experiences to your catalogue, learning platform or analytics so sessions track results and reflect live data.
We test across headsets and phones for frame rate, tracking accuracy and usability before users ever put one on.
We handle store submission, rollout and new content releases so your experience stays fresh and your audience engaged.
Need something specific?
Why Kramate
We start with your business goal, not with flashy headsets.
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.
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.
Instead of: experiences that make users dizzy
With Kramate: We test with everyday people, not just experts, and tweak it until it feels natural.
Instead of: needing special gear most people lack
With Kramate: We can build for phones and web browsers, so customers need nothing extra.
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
You try a small immersive version early, then we build the full experience around what works.
7 clear steps 7 deliverables you keep
We find where augmented or virtual reality helps your training, sales or design work and set clear goals.
We sketch each scene, hand movement and comfort setting so people move through it naturally.
We build one short scene you can wear or hold, so you judge the feel before full production.
We turn your products, rooms or machines into accurate digital models that load fast on the device.
We build the full headset or phone app, adding your content, product data and tracking of results.
We try it on different headsets and phones, checking smooth movement, tracking and comfort.
We submit the app to the stores, manage the release and plan new content updates after launch.
Tools & technologies
We build for headsets, phones and browsers using the engines your audience already has.
Expert guide
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.
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.
| Option | Strength | Trade-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.
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.
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.
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.
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.
These are illustrative examples, not Kramate client results. Measure learning or sales outcomes against a control before drawing conclusions.
The main legal issues are privacy, consumer protection and workplace safety. Confirm specifics with legal counsel.
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.
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.
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.
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.
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.
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.
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.
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.
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.
FAQ
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.
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