A man wearing a headset stands in a pale blue office and raises a hand toward a floating dark panel.

Fast Builds / XR builds

XR builds: virtual, augmented and mixed reality

Headset scenes, spatial interfaces and phone AR, walked through by the people who will use them before production begins. Choose virtual reality (VR), augmented reality (AR) or mixed reality (MR) after standing in it.

The idea

Stand in it before anyone builds it

A headset scene, a spatial interface or a phone AR layer is judged best by the people who will use it, in the space it is for. An XR fast build puts a working version in their hands before production begins.

A participant aligns a virtual part. A VR training scenario for mixed reality.
A virtual part aligned on a real table.
A participant views an AR structure through a tablet held over a printed sheet. A VR training scenario for augmented reality.
A floor plan model viewed through a phone.
Virtual hands reach toward controls. A first person VR training scenario for virtual reality training and simulation, seen through the headset.
Virtual hands reach for the controls.

The formats

VR, AR or MR: what each suits

The formats differ in how much of the real room stays in view. Pick after standing in it.

A module joins the outer ring. A first person rapid prototyping scenario for rapid custom builds, seen through the headset.
A built room, seen from inside the headset.

Virtual reality: a room you can stand in

The headset replaces the room, so the scene is all a person sees: a ward, a depot, a stage set or a site that is not built yet. See virtual reality.

A facilitator views a 3D structure through a phone held over a marker. A VR training scenario for what is augmented reality.
A 3D model rises out of a phone.

Augmented reality: the world with a layer on it

The real world stays in view and digital content sits on top of it, on the phone already in the pocket, a tablet or smart glasses. See augmented reality.

A holographic instrument rests on a table. A first person VR training scenario for mixed reality, seen through the headset.
A virtual instrument resting on a real table.

Mixed reality: the real room with virtual objects

A headset that sees the room anchors virtual objects to real surfaces, so they sit on the bench, on the wall or behind the chair. See mixed reality.

Route arrows laid over a warehouse floor.
Route arrows laid over a warehouse floor.
A virtual panel anchored to a real wall.
A virtual panel anchored to a real wall.
A participant practises placing a shape on the gallery floor.
A shape placed in an empty gallery.

How a build runs

Brief, block-out, walk-through, decide

The same fast-build rhythm as every other type, with a headset in the room from the start.

A wall of notes at the brief.
A wall of notes at the brief.

The brief

You bring the problem, the people who will use it and the decision the build has to support. Together we agree what the scene has to let someone do, and which format fits.

A person touches rising pathways. A first person rapid prototyping scenario for rapid custom builds, seen through the headset.
An untextured scene, blocked out in grey.

The block-out

The space goes in as plain shapes at full scale: walls, benches, a doorway, a panel. A wrong dimension shows in the headset, so it is fixed before any art is made.

A builder rehearses measuring the space inside an unfinished room.
Walking an unfinished room in the headset.

An early walk-through in the headset

The people the build is for put the headset on and walk the scene. We watch what they do with it, not what they say about it, and change the scene to match.

A man holds out a tablet showing a working scene to a woman in a headset, in a studio with a large screen behind them.
The scene shown on a tablet, headset on.

Decide

The decision is made on something people have stood in: stop, refine, or go on to production as a rapid custom build. Every change traces back to something seen in the walk-through.

Working together

What you bring, and what comes back

Your rooms and your people shape the scene; a working build is what you leave with.

A team works around a table of models.
A team works around a table of models.

What you bring

The situation, the people who live with it and what cannot change: the headsets or phones you own, the space it runs in, the date it is needed. Headsets and equipment covers the devices, and innovation teams gathers the evidence a sign-off asks for.

A practice partner waits between office partitions.
A practice partner waits between office partitions.

What comes back

A working scene your own people have already used, the notes from watching them, and a clear answer on whether to go further. Ready-to-run titles sit in the PTR VR Library.

How we build

Built in Unity, Unreal Engine and WebXR

PTR builds in Unity and Unreal Engine for VR, AR and MR, WebXR for the browser. The device and the room decide the engine.

Rigging a character across screen and tablet.
Rigging a character across screen and tablet.
A build checked across desks and devices.
A build checked across desks and devices.
An anchor rechecked with a mounted camera.
An anchor rechecked with a mounted camera.
A colleague hands a working phone build across the table to the person who asked for it. A rapid prototyping scenario for fast builds.
A phone build handed across the table.

Bring the room you need to test

Tell us the space, the people and the decision the build has to support. Browse the other Fast Builds types too. Talk to us or book a time with our team.

Planning an XR build?

Open the contact form
Related pages
LABS DEMOS

Try what we're building.

Explore working demonstrations of immersive training, XR, AI and interactive experiences for healthcare, education, government and enterprise.

Explore Labs Demos ↗
The PRACTICE lane on PTR Labs Demos: three of its roleplay characters shown one after another in cinematic office settings, a golden-hour boardroom, a customer lounge and a dusk meeting room
PRACTICE
The PLAY lane on PTR Labs Demos: a slow moving view through three environments from the 360 Immersive Experience, a museum hall, a hospital room and a modern waterfront, animated from the experience's real 360 scenes
PLAY
The CREATE lane on PTR Labs Demos: a chibi character modelled on PTR's co-founder runs toward the camera through Scope Creep Sprint's world, leaping an office chair and a jammed printer
CREATE
The CONNECT lane: a six-person video call grid bringing a distributed organisation together, among them a woman using a wheelchair and a man dialling in from a greenhouse
CONNECT
The CONSULT lane: Simon leads an adaptive AI consultation, talking a client through a tailored recommendation shown on a tablet between them
CONSULT
The COLLABORATE lane: Leonie leads a co-design workshop at a whiteboard, mapping ideas with sticky notes while the group gathers around her
COLLABORATE
AI STUDIO DEMOS

Build and manage AI for your organisation.

See applied AI in action. Explore demos of digital twins, adaptive AI consultation and collaborative AI tools.

Explore AI Studio Demos ↗
WHAT CLIENTS SAY
Keia Hobbs, MD
PTR demonstrated a profound understanding of the intricacies of human behaviour, crucial in crafting meaningful and impactful experiences. I wholeheartedly endorse PTR and their commitment to creating impactful experiences.
Keia Hobbs, MD
Assistant Dean of Graduate Medical Education, University of Illinois Chicago
Martine McCash
Over the past six months, XRHealth Australia has worked closely with People Tech Revolution to co-design innovative immersive applications... supporting workplace mental health and recovery in the transport industry. Simon and his team have been exceptional collaborators: creative, responsive and genuinely committed to human-centred design. Their ability to understand clinical and operational needs and translate complex ideas into safe, realistic VR environments has made the partnership both productive and enjoyable. Together, we are developing practical, evidence-informed tools that build confidence, resilience and coping strategies through structured, real-world scenarios. I highly recommend People Tech Revolution as a trusted technology partner.
Martine McCash
Vice President - Services, XRHealth Australia
Sally Wagnon
From the initial concept discussions to the final execution, PTR demonstrated a commitment to guiding us through what was completely new territory. Their approach was structured and transparent and they always let us know what was achievable given the timeframe and budget.
Sally Wagnon
Senior Campaign Manager, 89 Degrees East
Nic Barry
I don't think role plays will ever cut it again in this space. Participants are able to empathise and discuss the experiences... with detail that just wouldn't be possible without actually experiencing it themselves.
Nic Barry
Digital Learning & Organisational Capability, Domain Group
Rhonda Brighton-Hall
They jump back, step away, they gasp, they try to find their voice, they ask to be included and when dismissed, they physically shrink. And when they can't do any of those things, the learning sticks and the real conversations begin.
Rhonda Brighton-Hall
CEO, MWAH - Making Work Human Again
Sean Hunter
Working with the PTR team has been great and I look forward to continuing the relationship and developing more VR training.
Sean Hunter
Director of Systems Transformation, Mater and Mater Education
Christine Mudavanhu
We work together with People Tech Revolution to codesign experiences and we are both committed to creating psychologically safe environments and workspaces.
Christine Mudavanhu
Founder and Principal Consultant, Utano Global
SWGJ Program Lead
VR will be a game changer, helping us create ongoing opportunities for deliberate and safe practice following the live workshop experience.
SWGJ Program Lead
Speaking with Good Judgement Program Lead, Mater Education
Built with organisations around the world.
Amazon Abinbev Domain Group Nsw Police Force State Farm Uic Austrade Colorado College Douglas Partners Htc Lake Michigan College Montana State University Optus Accelerator Enterprising Women Procter Gamble Games Done Legit Central Coast Council Thales Valdosta State University Advance Queensland Salesforce Amazon Abinbev Domain Group Nsw Police Force State Farm Uic Austrade Colorado College Douglas Partners Htc Lake Michigan College Montana State University Optus Accelerator Enterprising Women Procter Gamble Games Done Legit Central Coast Council Thales Valdosta State University Advance Queensland Salesforce
Exxonmobil Google Cornell University Royal Australian Navy Gsk Jpmorgan Booz Allen Coachella Georgian College King Wood Mallesons Macquarie Johns Hopkins University Ntuc Income Pomfret School Qut Pwc Servicenow University Of Colorado Watermark Telstra Foundation Enterprising Me Exxonmobil Google Cornell University Royal Australian Navy Gsk Jpmorgan Booz Allen Coachella Georgian College King Wood Mallesons Macquarie Johns Hopkins University Ntuc Income Pomfret School Qut Pwc Servicenow University Of Colorado Watermark Telstra Foundation Enterprising Me
Mayo Clinic Etihad Airways Commonwealth Bank Mater Viacom Cbs University Of Illinois Bcg Charles Darwin University Ibm Nyc Department Of Education Mcci Intel Nsw Family Community Services Port Macquarie Hastings Council Queensland Government Singularity University Southern New Hampshire University University Of Twente Woodside 89 Degrees East Mayo Clinic Etihad Airways Commonwealth Bank Mater Viacom Cbs University Of Illinois Bcg Charles Darwin University Ibm Nyc Department Of Education Mcci Intel Nsw Family Community Services Port Macquarie Hastings Council Queensland Government Singularity University Southern New Hampshire University University Of Twente Woodside 89 Degrees East
Simon Lowe in conversation, hands raised mid-sentence in an armchair
Didymo

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