Fast Builds / XR builds
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
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.
The formats
The formats differ in how much of the real room stays in view. Pick after standing in it.
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.
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 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.
How a build runs
The same fast-build rhythm as every other type, with a headset in the room from the start.
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.
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.
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.
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
Your rooms and your people shape the scene; a working build is what you leave with.
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 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
PTR builds in Unity and Unreal Engine for VR, AR and MR, WebXR for the browser. The device and the room decide the engine.
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?
Fast Builds / XR builds
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
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.
The formats
The formats differ in how much of the real room stays in view. Pick after standing in it.
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.
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 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.
How a build runs
The same fast-build rhythm as every other type, with a headset in the room from the start.
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.
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.
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.
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
Your rooms and your people shape the scene; a working build is what you leave with.
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 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
PTR builds in Unity and Unreal Engine for VR, AR and MR, WebXR for the browser. The device and the room decide the engine.
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?