OUR SERVICES

AR & VR Development for Web and Native Platforms

We create immersive spatial experiences that run on headsets, smartphones, and browsers.

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EXPERTISE

Our Tech Stack

Unity
WebXR
Three.js
ARKit
ARCore
Blender

OUR APPROACH

Flexible Engagement Models

Choose the cooperation format that best fits your business goals and development velocity.

Startups

MVP Development

Fast launch to test your idea and gather user feedback with minimal investment.

What's included

  • Core feature development
  • Basic UI/UX design
  • Stable performance

Timeline Typically 9-16 weeks

Businesses

Full App Build

Complete cycle from initial strategy and design to final launch.

What's included

  • Custom architecture & design
  • Seamless team integration
  • Production-ready release

Timeline Typically 20-40 weeks

Enterprises

Team Extension

Scale your team with expert developers to accelerate development.

What's included

  • Senior-level developers
  • Seamless team integration
  • Flexible management

Timeline Flexible / Long-term

OUR PROCESS

How We Work

We specialize in creating user-centered & innovative solutions. Delivering seamless digital experiences.

Discovery
ResearchFlow MapUser Interview
Solution
ArchitectureWireframesPrototyping
Development
Sprint CyclesCode ReviewQA Testing
Launch
DeploymentMonitoringHandoff

EXPERT INSIGHTS

WebXR vs Native AR/VR

WebXR removes the app store barrier - native delivers the performance headset experiences demand.

Go With Native AR/VR (Unity / RealityKit / OpenXR)

  • Full hardware access

    Hand tracking, eye tracking, haptics, and depth sensors without browser sandboxing.

  • Optimized rendering

    Foveated rendering and fixed-foveated techniques maintain 90+ FPS on Meta Quest.

  • Offline capability

    Run complex 3D scenes and ML models locally without network dependency.

  • Platform distribution

    App Store, Meta Horizon Store, and SteamVR channels for discovery.

Go With WebXR (Three.js / Babylon.js)

  • Zero install friction

    Share a URL - no app store approval, no download required.

  • Cross-device by default

    Same experience runs on Quest, mobile AR, and desktop browsers.

  • Existing web team

    JavaScript developers can build XR without learning Unity/C#.

  • Rapid iteration

    Hot-reload development loop without 3D engine build times.

EXPERT GUIDANCE

Unity vs Unreal Engine for XR

Unity

XR SDK Support

Official Meta XR SDK, ARCore, ARKit, OpenXR - all first-class.

Performance Profile

Excellent for mobile XR and mid-range standalone headsets.

Asset Store

Massive Unity Asset Store with XR-specific packs.

Scripting

C# - familiar to most game developers, huge Stack Overflow presence.

Build Size

Smaller APKs - better for standalone Quest distribution.

Best For

Enterprise training, mobile AR, standalone VR apps.

Unreal Engine

XR SDK Support

OpenXR support via plugins - newer and less documented.

Performance Profile

Best-in-class visuals - targets high-end PC VR and PCVR streaming.

Asset Store

Fab (formerly Marketplace) - strong but smaller XR section.

Scripting

Blueprints (visual) + C++ - steeper curve for non-game developers.

Build Size

Larger binaries - better suited for high-end PC deployments.

Best For

Cinematic VR, architectural visualization, AAA experiences.

DELIVERABLES

What You Get

XR Experience Design

XR Experience Design

A spatial UX document defining interaction paradigms, comfort guidelines, and user flow for the target platform.

3D Asset Pipeline

3D Asset Pipeline

Optimised 3D models, textures, and animations prepared for real-time rendering within hardware polygon budgets.

AR/VR Application

AR/VR Application

The compiled and tested native or browser-based XR application targeting your chosen devices and platforms.

Interaction System

Interaction System

Custom hand-tracking, controller, or touch input handlers with haptic feedback and accessibility accommodations.

Performance Report

Performance Report

Frame-rate, memory, and thermal benchmarks across all target devices with documented optimisation decisions.

Deploy & Distribution

Deploy & Distribution

App store submission for Meta Quest, Apple Vision Pro, or web deployment with device-capability detection.

INDUSTRIES

Tailored Solutions for Your Specific Industry

We build powerful digital experiences across various sectors, ensuring your product meets unique market demands.

(01)

Fintech

Data-driven commerce solutions that improve journeys, boost sales, and optimize operations.

(02)

Retail

Data-driven commerce solutions that improve journeys, increase sales, and optimize operations.

(03)

Healthcare

Reliable medical platforms that protect patient data, simplify workflows, and support clinical accuracy.

(04)

B2B SaaS

Product-driven platforms that enhance workflows, automate processes, and scale with your business.

CASE STUDIES

Our Recent Work

View All

Same team, same rate card. Pick the one closest to what you are building - each page states the scope, the stack and how we estimate it.

FAQ

Frequently Asked Questions

We build for Meta Quest (2, 3, Pro), Apple Vision Pro, HoloLens 2, iOS (ARKit), Android (ARCore), and browser-based WebXR. Platform selection depends on your audience, content type, and distribution strategy - we advise on the right target during discovery. Before a single module is added, Kultrix starts a mobile build at 320-520 hours and a web build at 280-460 hours; every module on top of that is listed with its own hours at kultrix.com/cost-calculator.

WebXR is a browser API that enables AR and VR experiences without an app download - users open a URL and enter the experience. It is ideal for product visualisation, virtual showrooms, and marketing activations where frictionless access matters. Native apps (Unity/Unreal) are better for sustained immersive sessions requiring peak performance. Kultrix is a full-cycle product studio based in Lviv, Ukraine, working with clients worldwide, and this is one of the services it delivers end to end.

We adhere to platform-specific comfort guidelines from Meta, Apple, and the W3C Immersive Web group. This includes maintaining 72-120fps frame rates, avoiding artificial locomotion where possible, providing seated and standing modes, and implementing a field-of-view vignette during movement. Every experience undergoes comfort testing with real users before delivery. Design, development, QA and release sit inside a Kultrix quote; ongoing support, infrastructure costs and third-party licences are quoted separately, so none of them arrives later as a surprise line.

Yes. We build markerless AR for iOS and Android using ARKit and ARCore respectively. Use cases include furniture placement, product try-on, and location-based AR. We also build web AR using 8th Wall or WebXR so users do not need to download an app. Kultrix multiplies module hours by 1.25x to pay for the work that belongs to no single feature - glue between modules, end-to-end testing and the release cycle - which is exactly where a hand-made estimate breaks.

Visual fidelity depends on the target hardware. On Meta Quest 3 we achieve photorealistic assets using PBR materials, baked lighting, and LOD systems. On WebXR we balance quality with download size and parse time. We use Blender and Substance Painter for asset creation and profile every scene against hardware-specific rendering budgets. Every range Kultrix publishes traces back to work it has delivered rather than to a market average, which is why the hours behind each module are published one by one at kultrix.com/cost-calculator instead of as a single headline figure.

The highest-ROI enterprise VR applications are safety and compliance training (removes real-world risk), equipment operation simulations (reduces training costs by 40-60%), empathy and soft-skills training, and virtual product configuration for sales teams. We have built across all of these and can share anonymised case studies. Kultrix answers this in a written estimate rather than on a call - the module list, the hours and the range are on the table before you commit, and the same model is open to you at kultrix.com/cost-calculator.

A focused WebAR product viewer takes 4-8 weeks. A multi-scene VR training simulation with branching scenarios and LMS integration takes 4-8 months. The largest variable is 3D asset creation - projects with existing 3D CAD files move significantly faster than those starting from scratch. Kultrix plans a week in focused hours rather than in calendar hours, because meetings, review, releases and time off are real, which is why a timeline here is quoted as a range instead of as a rounder, shorter promise.

Our estimate model has no AR/VR button, so we price the software the way our calculator does, from the platform plus the modules it needs, and quote 3D asset production separately on top. 3D asset creation is the largest variable, and existing CAD or 3D files move that part of the work sharply down, so we scope it once we see what you already have. Put your own module list together at kultrix.com/cost-calculator. Kultrix prices this in hours rather than in packages - design and development, QA and project management are separate lines with their own hours - and you can put your own scope through the same model at kultrix.com/cost-calculator.

Yes. We integrate with LMS platforms (SCORM/xAPI for training completions), CRM systems (for AR-assisted sales workflows), ERP systems (for real-time inventory data in warehouse AR), and REST APIs for any custom backend data. Runtime data can populate XR interfaces dynamically without hardcoding content. Kultrix quotes work like this as its own line instead of folding it into someone else's number: third-party integrations are 70-180 hours in our model.

Yes. Our 3D artists work in Blender, Maya, and Substance Painter. We create characters, environments, and hard-surface models from reference imagery or technical drawings. We also rig and animate characters and build procedural animation systems for interactive objects. Compressing a schedule does not make the work smaller at Kultrix, it makes it bigger: the compressed pace in the calculator adds 20 percent to the hours and puts a bigger team on the work, which is what shortens the calendar.

We instrument every training scenario with xAPI (Tin Can) statements that log scenario start, branching decisions, completion, score, and time-on-task to your LRS or LMS. This gives you granular data to compare VR-trained vs. traditionally-trained cohorts on real performance metrics. A Kultrix engagement is split the same way every time - 70 percent of the hours on design and development, 15 percent on QA and 15 percent on project management - and the team stops growing at the point where coordination eats the gain.

We design for seated and standing modes, configurable interaction distances for users with limited mobility, high-contrast visual modes, and text alternatives for spatial audio cues. We follow the XR Access Initiative guidelines and test with assistive technology users when feasible. Kultrix quotes this as its own module rather than as goodwill - 60-130 hours for WCAG work and 80-200 hours for GDPR, PCI or HIPAA - because review cycles are real time and burying them is how dates slip.