AR/VR development with a practical purpose.

AiRedHQ builds custom AR and VR experiences, including VR training simulations, immersive lessons, AR apps and 3D product views, for companies, schools, colleges and EdTech teams. A typical prototype runs on the target headset or phone in 4 to 6 weeks, and a full experience in 8 to 16 weeks.

Interactive 3D model

Immersion where it helps people learn.

Use space, presence and interaction only where they make training, visualization or understanding meaningfully better.

VR labs for schools

Complete VR labs for Classes 6 to 12, with headsets, syllabus-mapped lessons, teacher training and support.

Colleges and skill training

Virtual labs and practice for engineering, nursing, ITI and vocational courses, where real equipment is scarce or costly.

Safety and procedure practice

Rehearse lockout, assembly or emergency steps where real mistakes are dangerous or expensive.

Equipment inspection and maintenance

Walk a technician around a machine, highlighting parts, sequences and hidden internals.

Healthcare and medical education

Anatomy in 3D, procedure walkthroughs and patient education that people can turn and explore.

3D product demos and AR catalogues

Show configurable products in 3D on a website, or at real scale in phone AR.

Real estate and architecture

Walk buyers through a home or site before it is built, on a headset, phone or browser.

Museums, tourism and campus tours

Let students, patients or visitors explore a place, a monument or an exhibit before or after they arrive.

Who our AR/VR development is for.

Organisations where seeing or practising something in 3D changes the result: training, education and complex products.

  • Manufacturing and industrial teams training staff on equipment that is costly, dangerous or hard to access.
  • Schools, colleges and edtech companies building immersive learning and AR/VR labs.
  • Companies selling complex products that are hard to explain with photos and brochures.
  • Campuses, sites and facilities that need orientation or virtual tours for newcomers.
  • Teams with CAD models they want viewable on phones, in browsers or on headsets.

Simulations, tours and 3D systems.

Our immersive learning and simulation experience keeps spatial technology focused on comprehension, practice and performance.

Training Simulations

Safe, repeatable practice for complex procedures and operational scenarios.

Immersive Learning

Interactive environments that turn abstract material into direct experience.

Virtual Tours

Guided spatial experiences for places, products and environments.

Industrial Visualization

3D systems that reveal equipment, processes and information in context.

What you get.

Concrete artifacts you keep, whoever builds the next version.

  • Scenario storyboard

    The learning goal, each step the user takes and what counts as success.

  • 3D asset pipeline

    Modelling or CAD conversion in Blender, optimized to the target device's polygon and texture budget.

  • Device and headset plan

    Browser, phone AR or Meta Quest, chosen for the audience, budget and logistics.

  • Comfort and safety checklist

    Movement style, frame-rate target, session length and play-area rules.

  • Interaction prototype

    An early build to test controls and pacing before final art is made.

  • Learning analytics

    Completion, time per step, errors and retries, exportable for your reporting.

Scenario first, headset second.

  1. 01

    Scenario

    Define the task, the learners and how success is measured.

    Output: Scenario brief

  2. 02

    Storyboard

    A step-by-step script of every interaction.

    Output: Storyboard

  3. 03

    Prototype

    A grey-box build running on the target device.

    Output: Playable prototype

  4. 04

    3D build

    Final assets, audio and feedback.

    Output: Production build

  5. 05

    Comfort test

    Sessions with real users for comfort and clarity.

    Output: Comfort report

  6. 06

    Deploy

    Device setup, distribution and analytics.

    Output: Live deployment

VR headset, mobile AR or WebXR?

The device decides cost, reach and how deep the experience can go.

VR headset

Choose standalone VR on Meta Quest for VR training simulations where presence and hands-on practice matter, such as safety drills and procedures. Reach is limited to people with headsets.

Mobile AR

Choose AR on iOS and Android phones to place products, labels or instructions in the real world. Almost everyone already carries the device.

WebXR and browser 3D

Choose WebXR or interactive 3D with Three.js when reach matters most: a link opens it with no install. Visual detail and device features are more limited.

Ways to work together.

Start small and keep going only if it is working. Durations are typical; the first conversation sets the real scope.

Typically 2 weeks

Feasibility study

Scenario, device choice and a rough 3D proof of concept.

Typically 4–6 weeks

Prototype

One scenario playable on the target device and tested with users.

Typically 8–16 weeks

Full experience

Production assets, several scenarios, analytics and deployment.

Monthly retainer

Content retainer

New scenarios, device updates and asset changes.

What shapes cost and timeline.

We do not publish fixed prices because scope varies widely. These factors move cost and timeline most; an audit or discovery engagement turns them into a written estimate.

Scenario length and branching
Every step, decision and outcome needs design, assets and testing.
3D assets
Simplifying existing CAD is cheaper than modelling from photos.
Target devices
Each headset, phone tier and browser needs its own performance tuning.
Interaction depth
Watching, pointing, or full hand-tracked manipulation.
Learning analytics
Recording completion and scores into your learning systems.

Common mistakes we help you avoid.

  • Choosing the headset before the scenario

    We define what learners must be able to do first, then pick the device.

  • Ignoring motion comfort

    Uncomfortable movement ends sessions early, so comfort testing starts at the prototype.

  • Over-detailed models

    Unoptimised CAD drops frame rates on standalone headsets and phones.

  • No way to measure learning

    Without completion and error data, it is hard to show the experience worked.

From our own products.

We build and run software of our own. These are the parts that relate to this service.

AiRedXR after a real load on a DPVR P2: 20 of 20 apps and 22,748 of 22,748 files checked on the headset

Our own VR tool: AiRedXR

Load apps and training content onto a room full of headsets from one folder, checked on every headset.

The 3D models at the top of this page

The gearbox, heart and solar system at the top of this page are real-time 3D in your browser, with no plugin or download: rotate them, zoom in and click a number to learn each part. It is the same approach we use for browser-based training, lessons and product views.

Engines and devices per scenario.

Engine and device are chosen by where people will use it: browser, phone or headset. Unity for headset and phone apps, Three.js for the browser, Blender for assets.

UnityUnity
Three.jsThree.js
BlenderBlender
Meta QuestMeta Quest
AppleApple
AndroidAndroid

Questions about AR/VR projects.

Updated

When is AR/VR the right choice?

When spatial understanding, safe practice or presence improves the outcome enough to justify the medium.

Can immersive experiences run in a browser?

Some experiences can use WebXR or interactive 3D; others require dedicated mobile or headset delivery.

Which headsets and devices do you support?

Meta Quest for standalone VR, iOS and Android phones and tablets for AR, and modern browsers for interactive 3D.

Can you use our existing CAD models?

Usually. CAD is converted and simplified in Blender so it runs at the device's frame rate; heavy assemblies are reduced and textures baked.

How do you manage motion comfort?

Comfort constraints influence locomotion, camera behavior, interaction, frame rate and testing from the beginning.

Do you set up VR labs for schools and colleges?

Yes. We set up complete VR labs for schools (Classes 6 to 12), colleges and training centres, with headsets, lessons mapped to the syllabus, teacher training and AiRedXR to manage the headsets. See our VR lab for schools and colleges.

Can you build custom AR/VR content for an EdTech company?

Yes. We build white-label lessons, simulations and AR apps for EdTech companies and publishers, delivered to their own repositories and accounts.

How long does an AR/VR project take?

A feasibility study typically takes 2 weeks, a prototype 4 to 6 weeks, and a full experience 8 to 16 weeks, depending on the number of scenarios and devices.

Can the experience work without internet?

Yes. Headset and phone apps can run fully offline, which suits schools, factories and field sites with poor connectivity.

How do you run a VR training simulation project?

We start from the task a trainee must perform, storyboard the scenario with your subject experts, prototype the key interaction, then build, comfort-test and deploy with learning analytics.

Can we start with a small pilot?

Yes. A feasibility study or a single-scenario prototype lets you test with real learners before funding a full experience.

Have a training or visualization problem?

Start a project