AR and VR development

AR and VR development services built around a defined business purpose

Our AR and VR development services turn your training, product visualisation, remote assistance or customer experience idea into a scoped, reviewable project. One cross-functional team with a named delivery lead works from a written discovery scope, and you review progress every sprint. Send a short brief to start.

Illustration of a connected product team
Delivery
One cross-functional team covers front-end, back-end, mobile, QA and DevOps, so your AR or VR build is not handed between vendors.
Contact
A named delivery lead owns day-to-day progress and keeps you updated on a communication window agreed before work starts.
Ownership
IP assignment is written into the contract before development starts, so the AR or VR code and assets you pay for are yours.
Reviews
Every sprint ends with a client-facing review, so you see the experience taking shape and can steer it as you go.
What you get

From immersive idea to a working AR or VR experience

Use-case and fit assessment

We start with the business purpose, whether that is training, product visualisation, remote assistance or a customer experience, and test whether AR or VR is the right medium. The result is a written discovery scope you agree before any build begins. If another approach would serve you better, we will say so after scoping.

Experience design and technical architecture

Our team designs the user flows, interaction model and 3D interface, then selects the technology for your target devices. A technical architect is accountable for system design, technology selection and code quality standards. You review the designs before development starts, so costly rework is caught on paper rather than in a headset.

Build, QA and release

One cross-functional team develops the experience, integrates it with your systems and tests it against the acceptance criteria you approved. You see progress at a client-facing review at the end of every sprint. Release comes with documentation and deployment access, so your team can run what we build.

Who it suits

AR and VR built around a defined business purpose

  • Training, onboarding or remote assistance where an immersive step replaces slides, videos or travel
  • Product visualisation or customer experiences where seeing items in 3D or in place helps buyers decide
  • Teams unsure whether AR, VR or a simpler 3D web or mobile app fits, which we assess during scoping
Illustration of a connected product team
How an AR or VR project runs

From written scope to a working AR or VR release

  1. Discover

    We turn your use case into a written discovery scope: who uses the experience, on which devices, what 3D content is needed and which systems it connects to. You review the open questions and the first-release boundaries with us.

    You receive
    • Written discovery scope
    • Open questions and risks
    • Initial estimate

    You agree the written discovery scope

  2. Design

    We shape the user flows, interaction model and 3D asset direction, while our technical architect sets out the platform and technology choices. You review how people will move through the experience before development starts.

    You receive
    • Interaction flows
    • Interface and scene designs
    • Architecture and technology notes

    You approve the design and technical approach

  3. Build

    Our cross-functional team develops the prioritised scenes, interactions and integrations in sprints. You see working builds and take part in a client-facing review at the end of every sprint.

    You receive
    • Device-ready staging builds
    • Sprint review notes
    • Device test results

    You review the build at each sprint end

  4. Validate

    We test the experience on your target devices against the acceptance criteria agreed in the scope, covering performance, comfort and usability. You check the results and the issue log before release.

    You receive
    • Acceptance criteria checklist
    • Device QA report
    • Defect and fix log

    You accept the experience against the agreed criteria

  5. Release

    Netofficials deploys the AR or VR experience to your agreed target devices. You then receive the documentation and deployment access your team needs to run and update it.

    You receive
    • Production release build
    • Handover documentation
    • Deployment access handover

    You receive documentation and deployment access

Ready to scope your AR or VR project?

Send a short brief on the use case and target devices, and we reply with questions, a proposed written scope and the team we would put on it.

Start my brief
Decisions before estimates

What drives AR and VR cost and timeline

Use case and target devices

Training, remote assistance, product visualisation and customer experiences each need different builds. We confirm the use case and the headsets, phones or tablets it must run on during discovery. That fixes the biggest cost drivers in the written scope before you see an estimate.

3D content and integrations

3D models, animation, spatial interaction and links to your existing systems often decide how long an AR or VR build takes. We list what you already have, what must be created and which systems must connect. You then see where effort sits and can trim scope before the build starts.

Testing and release

AR and VR behave differently across devices, lighting and physical spaces. We plan device testing, acceptance criteria and handover with you in advance. If another approach would serve you better than AR or VR, we will tell you after scoping.

Three ways to engage

Pick the engagement model for your AR or VR build

Project delivery

Fixed-price delivery of one defined AR or VR experience, such as a training simulation or product visualiser, for teams that can agree the use case and target devices up front.

  • A written discovery scope fixes the use case, target devices and 3D asset needs before the build
  • A review of the working build at the end of every sprint, so changes happen early
  • A named delivery lead owns day-to-day progress and your communication

Dedicated team

An India-based cross-functional team that keeps extending your AR or VR product after launch, suited to roadmaps with new scenes, devices or content releases.

  • Developers matched to your devices, engine and content pipeline, led by a technical architect for design and code quality
  • A named delivery lead for day-to-day progress, plus a technical architect accountable for technology selection and code quality in your AR or VR build
  • One cross-functional team covering front-end, back-end, mobile, QA and DevOps, committed to your immersive roadmap

Staff augmentation

Engineers who join your in-house team to cover a gap in 3D, real-time or mobile skills, suited to companies that already run their own AR or VR roadmap.

  • Mobile, back-end or QA engineers added to your AR or VR team where you have a skills gap
  • Engineers work in your repositories, issue tracker and sprint routine, with responsibilities agreed up front
  • Communication window, meeting schedule and update cadence agreed with you before work begins
Technology around the experience

Engines and devices chosen for your AR or VR use case

Netofficials confirms the engine, target headsets or phones and supporting stack in your written discovery scope, before design or build begins. We choose them from your use case, the devices your users already hold, the 3D content you have and who will maintain the product after release. A technical architect is accountable for that selection, so you see the reasoning and the trade-offs up front, not a surprise platform change midway through the project.

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Before you enquire

AR and VR project questions, answered before you enquire

What drives the cost and timeline of an AR or VR project?

Cost and timeline for an AR or VR project are driven by the use case, the target devices, how much 3D content has to be created, the systems the experience connects to, and how much testing is needed. A phone-based AR product view is a much smaller job than a multi-user VR training simulation, and a headset build needs more device testing than a single mobile app. We set these out in a written discovery scope, with assumptions and review milestones, so you can see what is included before delivery begins. We do not quote prices on this page, because they depend on that scope.

Who owns the code, 3D assets and IP when the project ends?

You own the result: Netofficials confirms IP assignment in the contract before the build begins, and the full transfer of IP is completed when the project finishes. For an AR or VR build, that covers the application source code and the work we produce for it. At release we also hand over documentation and deployment access. If your project uses third-party engines, plugins or licensed assets, we flag those during scoping so you know their terms upfront.

How do we know AR or VR is the right fit for our problem?

AR or VR is the right fit when immersion or spatial context solves a defined problem, such as training, product visualisation or remote assistance, and your users will have suitable devices. We test that during discovery by looking at the purpose, the users and the devices they will use. If a mobile app, web application or other approach would serve you better, Netofficials will recommend it after scoping. The quickest way to find out is to send a short brief describing the problem and who the experience is for.

Send a short brief for your AR or VR project

Tell us the use case, the devices your users have and any systems the experience must connect to. We come back with questions and a written discovery scope you can review before any build begins. If a different approach would serve you better than AR or VR, we will say so after scoping. You deal with one named delivery lead, and IP assignment is confirmed in the contract before development starts.

Talk about your project