VR/AR Development Services –
Frequently Asked Questions
Got questions? Good.
These are the ones we hear most often about cost, timelines, process, platforms, and whether VR or AR is even the right tool for what you’re trying to build. If something’s not covered here, a 15-minute call usually answers it.
Getting started
Is VR/AR development expensive?
A lot of people assume it has to be – expensive, risky, a long commitment before you know if it works. It doesn’t have to be, if you structure it right.
We start with an MVP (minimum viable product) – a fully functional custom VR or AR application developed to a defined scope. You test it, validate the concept, and decide whether to continue. That keeps the initial investment small and the risk low. Most clients start with a 2-4 weeks MVP before committing to full production.
How do I know if VR or AR is the right solution for my project?
That’s genuinely the first question worth asking, and we’d rather help you answer it honestly than pitch you on technology you don’t need.
VR tends to work best when full immersion matters – employee training simulations, medical training, therapy, education, or experiences where presence changes the outcome. AR tends to work better when you want to layer information or interaction onto the real world without removing someone from it – product demos, guided walkthroughs, mobile experiences.
If you’re not sure, the best starting point is a short consultation. We’ll tell you straight if we think a different approach would serve you better.
Do you work with organizations that have never done VR/AR before?
Yes, that’s actually one of the most common situations we work in. A lot of clients come to us precisely because they don’t have in-house XR expertise and don’t want to hire for it.
We’ve guided organizations from their first conversation about immersive technology all the way through to a published product. If you know what problem you’re trying to solve but not how to solve it, that’s a fine place to start.
We tried another studio and it didn’t go well. Can you help?
We’ve done it. If the concept is sound but the execution didn’t land, we’ll assess what’s there and figure out the most efficient path to something that works. We won’t pretend a rescue is always straightforward. It depends entirely on what we’re inheriting – but we’re not afraid of the conversation.
What types of projects are you best suited for?
Projects with a real purpose behind them – in healthcare, education, training, therapy, tourism, and entertainment. We’re at our best when the work matters: students learning history in VR, patients managing pain through VR therapy, pilots training in a flight simulator, visitors exploring a city through AR.
We’re also well suited to projects that start messy, where the idea exists but the brief doesn’t yet. Most studios want a locked spec before they start. We’re comfortable working through ambiguity, and we’ve built a process around it.
Who typically initiates contact on your end?
Usually a Founder, CEO, or CTO. Sometimes a Head of Innovation or VP of Product. In healthcare and education, it’s often the project lead who discovered VR as a solution and now needs a team to make it real. If you’re the person who had the idea and got put in charge of figuring it out – you’re the right person to reach out.
Our XR Development Services
What services do you offer?
Our core services are:
- VR Development: Custom VR applications built from scratch – training simulations, educational experiences, therapy tools, product demos, and more. Whether it’s for Meta Quest, Apple Vision Pro, SteamVR, or Pico, we handle everything from architecture and 3D development to store publication and post-launch support. If it needs to run on a headset and hold someone’s attention, this is what we do.
- AR Development: AR experiences for iOS and Android – interactive product demos, guided walkthroughs, AR explainers, and visualization tools that layer 3D content onto the real world. Useful when you want to engage someone where they already are, without pulling them out of their environment.
- Immersive Web App Development: Browser-based XR experiences that work on any device. No headset, no app install required. We build on WebXR, WebGL, and Babylon.js to create interactive 3D experiences accessible on mobile, tablet, desktop, or touch kiosks. The right choice when reach matters more than full immersion.
- Serious and Applied Games Development: Games that have a job to do: teaching critical thinking, training employees, building skills, or changing behavior. The experience has to be engaging enough that people actually finish it, and effective enough that something sticks. We’ve shipped on Meta Quest, SteamVR, iOS, and Android, with LMS integrations where needed.
- 360-Degree and 180-Degree Video Post-Production: We handle the full post-production pipeline for immersive video – stitching, color, VFX, motion graphics, and spatial audio. We’ve done this at broadcast scale, including daily stereoscopic 3D output for the 2022 Beijing Winter Olympics and VFX post-production for Hulu. We also build white-label VR video players and kiosk-mode deployments if the video needs a home once it’s done.
What platforms do you build for?
On the headset side: Meta Quest (all generations), Apple Vision Pro, Pico, HTC Vive, Valve Index, Samsung, and Oculus devices. We also support Android XR.
For browser-based experiences: WebXR, WebAR, WebGL – accessible on any mobile, tablet, or desktop without requiring a headset.
For mobile: iOS and Android, including AR experiences using native AR frameworks.
For 360-degree video: projection dome displays, VR headsets, tablets, kiosk-mode video players, and custom white-label streaming solutions.
We also work with Touch Interactive Kiosks and custom hardware integrations. We have Meta Quest 3 and Apple Vision Pro in-house for development and testing.
Do you build for Apple Vision Pro?
Yes. We have Apple Vision Pro in-house, and spatial computing for vision OS is an active area of investment for us. If you’re exploring what’s possible on Vision Pro for enterprise, education, or consumer use, we’re building in that space.
Can you integrate external hardware – sensors, haptics, motion platforms?
Yes. This is something we have real hands-on experience with, not just theoretical familiarity.
We’ve integrated:
- Biofeedback and neurotech – EEG/EMG/BCI headsets, pulse rate, HRV sensors, and brain-computer interface devices for hands-free VR control
- Haptic feedback – haptic gloves and suits
- Locomotion and simulation rigs – omnidirectional treadmills, 6-DoF motion platforms, sim-racing rigs, robotic arms
- Imaging and capture – hand-tracking sensors, eye-tracking, motion capture, 360-degree and 180-degree cameras
- Smart devices and wearables – smartwatches, voice assistants, smart speakers
- Navigation and tracking – GPS, RTLS beacons, UWB anchors, BLE beacons, custom 6-DoF tracking arrays
If the hardware has a documented API or SDK, we can generally work with it.
Do you build WebXR experiences – things that work in a browser without a headset?
Yes. WebXR is one of our service lines, and it’s often the right choice when broad accessibility matters – when you can’t guarantee your audience has a headset but still want an immersive 3D or interactive experience.
We build on WebGL, Babylon.js, 8th Wall, and other web technologies. These experiences run on mobile, tablet, desktop, and Touch Interactive Kiosks.
Do you do 360-degree video production and post-production?
Yes – and this is actually where we started. We’ve been producing and post-producing 360-degree video since 2015, including broadcast-quality stereoscopic 3D work for the 2022 Beijing Winter Olympics and VFX post-production for Hulu.
Services include: 360-degree and 180-degree VR video capture, stitching, 3D post-production, VFX, motion graphics, white-label video player development, kiosk-mode deployments, and projection dome system content.
Do you build educational content and training simulations?
Yes, educational content and training simulations are among our strongest areas. We’ve built VR training for neonatal emergency care, preflight simulator training for three aircraft types (Pilot Institute), career exploration simulations used by tens of thousands of students across the US (iXplore), and award-winning educational experiences like Plague of Athens and Chaos Corp.
Use cases we’ve covered include: VR safety training, medical training and simulation, surgical training simulation, academic research environments, career and job simulations, soft skills training, educational games, eLearning and CBT/LMS integrations, and classroom-ready cross-platform content.
Can you build a VR meditation or mental health app?
Yes. We’ve built in this space directly – Higher Prana is a VR meditation app with dozens of guided sessions, spatial 3D audio, and rich immersive visuals, built for consumer release. Mind Link is a VR solution for real-time remote psychological therapy, connecting patients in VR with therapists on any device.
If you’re working on a VR wellness app, mental health application, or immersive therapy tool, we understand both the technical and human side of what’s required.
Do you build apps for location-based entertainment?
Yes. We’ve built VR content for motion platform VR-ride attractions (VRPark) and understand the specific build requirements that come with physical platform integration – which is meaningfully different from headset-only development.
Can you build dome-based or projection installations?
Yes. Imaginarium at Coomera Anglican College is a permanent immersive dome-based education centre we built with multi-projector rendering. If you’re considering a fixed installation rather than a headset experience, we’ve done it.
Do you do XR consulting if we’re not ready to build yet?
Yes. If you’re trying to figure out whether XR is the right direction, which technology fits your use case, or how to build a business case internally, we offer consulting independently of any development work. We’d rather help you make the right decision than push you toward a project you’re not ready for.
Process and working with us
How does the process work from first call to finished product?
A typical engagement goes like this:
1. Free 15-minute consultation – we figure out whether we’re the right fit and what you actually need
2. Discovery and scoping – we work through the idea with you, even if it’s not fully formed yet, and define the MVP scope
3. MVP build – a fully functional, testable version of the experience, delivered in 2-4 weeks for most projects
4. Review and decision point – you test it with real users, gather feedback, and decide: continue to full production, iterate on the MVP, or stop
5. Full production (if applicable) – we build out the complete product based on what the MVP taught us
At every stage, you decide what comes next. You’re never locked into a path.
What if my idea isn’t fully formed yet?
That’s fine – and honestly, fairly common. Most studios want a locked brief before they start. We’re comfortable working through the early, messy stage when the idea isn’t fully formed yet and needs someone to think alongside you, not just execute a spec. We’ve built a process around navigating that ambiguity.
How do you handle feedback and communication during a project?
We stay close. You won’t get a weekly PDF update and radio silence in between. We share work-in-progress early and often, and treat every review session as a chance to course-correct before small issues become expensive ones.
There are no corporate layers between you and the people building your project. The team you speak to at the start is the team that builds it.
Will you just build what we ask, or will you push back?
We push back when something won’t work. Clients consistently tell us we don’t just build what’s asked – we improve on the original vision. That’s how we’d rather operate. If we see a better approach, we’ll say so.
Do you handle app store submission and publishing?
Yes. We have experience with Meta Quest Store publication (including Meta for Work Managed distribution for educational and enterprise facilities), SteamVR, Google Play, and the Apple App Store. We can support the full path from build to published.
Cost and timelines
How long does a typical project take?
Projects typically take 2 to 4 weeks. However, the timeline depends on scope, platform, number of integrations, and how much creative development is needed at the start. We’ll give you a realistic estimate during scoping – no surprises.
How is pricing structured?
It depends on the project. We work with both time-and-materials (hourly rate) and value-based fixed-price approaches depending on scope and client preference.
The most common starting point for new clients is a scoped MVP at a fixed price. That gives you a defined deliverable, a clear budget, and a natural checkpoint before committing to more.
The factors that most influence cost are: target platform (some require more development overhead than others), complexity of interactions and user flows, number of custom 3D assets, hardware integrations, AI feature requirements, and whether back-end infrastructure or an LMS integration is needed.
What’s the budget approval process usually like on the client side?
In most cases, the CEO and CFO approve the budget, or the project is funded through a grant with a fixed budget. If you’re working toward a grant deadline or a board presentation, tell us early – it shapes how we scope and structure the work.
Do you work with startups and early-stage companies, or only enterprise?
Both. We work with startups, SMBs, enterprise organizations, non-profits, and universities. The MVP approach is particularly well-suited to early-stage companies – it keeps the initial investment manageable and produces something testable quickly.
Technology and capabilities
What technology stack do you use?
For VR and AR applications: Unity (primary) and Unreal Engine. Both Unity-certified developers on the team.
For web experiences: WebXR, WebGL, Babylon.js, 8th Wall, and other web technologies.
For mobile: native iOS and Android frameworks.
For 360-degree video: professional stereoscopic capture and post-production workflows.
For AI features: we integrate AI-driven avatars with natural language capabilities, AI-generated visual content, upscaling, and frame interpolation into both production workflows and in-app features.
Do you integrate AI into VR experiences?
Yes, we integrate AI into VR experiences in two ways.
First, in our production pipeline: we use AI tools for asset creation, visual iteration, upscaling, and frame interpolation. This speeds up production and means more of the budget goes toward quality rather than repetitive manual work.
Second, in the apps themselves: we build AI-powered interactive avatars that hold real conversations, natural language command interfaces in VR, and other AI-driven in-app features. This is an active area of investment for us going into the next few years.
Can you build cross-platform – one experience that runs on multiple devices?
Yes, and we do it regularly. Plague of Athens, for example, is available as a web-based app, a Chromebook app, a Meta Quest app, and a SteamVR app – all from a single development project. Cross-platform delivery is part of how we think about architecture from the start.
Will we be able to maintain or update the product after you deliver it?
Yes – that’s a principle we build to deliberately. We pick the simplest tech that solves the problem well and build in a way that the client can maintain or extend later without being locked into us forever. We’re also transparent about tradeoffs. If something will make the product harder to maintain long-term, we’ll tell you.
Do you provide post-launch support?
Yes – that’s a principle we build to deliberately. We pick the simplest tech that solves the problem well and build in a way that the client can maintain or extend later without being locked into us forever. We’re also transparent about tradeoffs. If something will make the product harder to maintain long-term, we’ll tell you.
About the company
What is Visual UniVRs?
We’re 20+ people – a mix of full-time core team members and dedicated specialists brought in for specific project needs. Senior team, flat structure, no corporate layers. You’re working with the people who actually build the thing.
How many years of development experience does Visual UniVRs have?
We have 11 years of experience. In 2015, we started as a 360-degree video and VFX studio and evolved into full VR/AR development by 2019. Several team members have been in this space for well over a decade. The average experience across the team is 7+ years.
What industries have you worked in?
We work with healthcare, education, training and simulation, entertainment, tourism, meditation and therapy, marketing and PR, architecture and real estate, retail, and location-based entertainment.
Do you work with clients outside the US?
Yes. We work with clients across the US, Israel, Australia, and Europe. The team is genuinely international, which makes working across time zones a lot more natural than it sounds.
Still have questions?
If you didn’t find what you were looking for, our team is here to help clarify any details about our services, process, or your specific project. We’re happy to provide clear answers and guide you in the right direction.