Moxace
Presence With Purpose.

VR App Development Services

We build virtual reality applications where presence carries real value: training simulations, virtual showrooms, and therapeutic or design tools, comfort-tested across headsets with full source ownership.

15+
Years Building Software
9,000+
Projects Delivered
500+
Engineers
25+
Countries Served

Trusted by the brands we build for

  • Etihad
  • Heineken
  • Marvel Studios
/01
Since 2010
Building Software
/02
9,000+
Projects Delivered
/03
3,900+
Apps Published
/04
500+
Engineers

insight

Where VR justifies the headset

VR pays when presence does something screens cannot: practising hazardous procedures safely, walking a building that does not exist, or rehearsing a high-stakes scenario with real muscle memory. Training, simulation, design review, and therapy are the durable use cases; novelty experiences are not.

The engineering discipline is comfort and performance: stable frame rates that prevent nausea, intuitive interaction, and deployment logistics for headsets in the field. Builds target Quest-class standalone and PC VR, with browser-based fallbacks from our WebGL development team when headsets cannot reach the audience.

What our VR app development services cover

The full lifecycle from concept to headsets in the field.

service

VR training simulations

Scenario-based training with scoring, repetition, and enterprise deployment, built for skills that transfer to the real task.

  • ✓Scenario design
  • ✓Scoring and assessment
  • ✓LMS and SSO integration
  • ✓Multi-headset deployment
service

VR showrooms and design review

Walk-throughs of products and unbuilt spaces at true scale, for sales, stakeholder alignment, and design iteration.

  • ✓True-scale environments
  • ✓Configuration switches
  • ✓Multi-user sessions
  • ✓Annotation tooling
service

Interactive VR experiences

Experiential installations and brand activations engineered for throughput and reliability in the field.

  • ✓High-throughput design
  • ✓Operator modes
  • ✓Session management
  • ✓Hardware resilience
service

Multi-user VR

Shared virtual spaces for collaboration and training, with networking tuned for presence and low motion latency.

  • ✓Avatar presence
  • ✓Voice integration
  • ✓Session orchestration
  • ✓Latency optimisation
service

Comfort and accessibility engineering

Comfort-first locomotion, settings, and accessibility passes, because a nauseating app is a failed app regardless of graphics.

  • ✓Comfort locomotion options
  • ✓Frame rate discipline
  • ✓Accessibility settings
  • ✓Comfort testing protocols
service

VR feasibility and strategy

An honest assessment of whether VR serves your objective, including when a cheaper medium would do the same job.

  • ✓Use case validation
  • ✓Device feasibility
  • ✓Prototyped concepts
  • ✓Written recommendation

What every engagement includes

Every VR project ships with the following, agreed in writing before the first sprint begins.

Discovery workshop

A structured workshop maps your goals, users, and constraints into a scoped VR roadmap with a fixed written quote before any sprint starts.

Named senior team

You get named, senior engineers with CVs you can review, not a rotating bench. The people in the kickoff are the people who ship.

Sprint demos every two weeks

Working builds are demoed live each cycle with CI running on every merge, so progress is visible in software, not slideware.

100% source-code ownership

All VR source, configurations, designs, and documentation transfer to you on delivery with no licensing strings or vendor lock-in.

60 days of post-launch support

Engineering time is on standby for two months after go-live to triage defects, tune performance, and stabilise the release at no extra cost.

12 months of free updates

Compatibility updates, security patches, and platform upgrades ship free for a full year after handover.

What you can build with VR

Applications our team delivers, comfort-tested across headsets.

module

Safety training simulation

Hazardous-procedure training with scored repetition, deployable across headsets with enterprise tracking.

module

Property Walk-through

True-scale tours of unbuilt developments for buyers and stakeholders, with configurable finishes.

module

Medical or clinical VR

Therapy and clinical education scenarios built to protocol requirements with session data captured.

module

Brand activation experience

An installation-grade brand experience engineered for event throughput and operator reliability.

module

Collaborative design space

A multi-user review room where teams walk and annotate 3D work together from different locations.

How a VR Project Runs

Six stages, each with a sign-off gate before the next begins.

pipeline
  1. 01

    Discovery

    We map your VR goals, users, and constraints in a structured workshop, ending in a fixed written quote and an architecture risk list.

    ✓ step 01 complete
  2. 02

    Solution design

    The VR architecture, integrations, and delivery plan are designed and reviewed before build work starts, so scaling later is not a rewrite.

    ✓ step 02 complete
  3. 03

    Foundation sprint

    Repositories, CI, environments, and a walking skeleton are set up first. Something real runs on a staging URL before feature sprints begin.

    ✓ step 03 complete
  4. 04

    Sprint delivery

    Two-week sprints with live demos every cycle. VR work is reviewed, tested, and merged continuously, so scope surprises surface early.

    ✓ step 04 complete
  5. 05

    Hardening and launch

    Performance, security, and accessibility checks run against agreed budgets, followed by a staged VR launch with monitoring from hour one.

    ✓ step 05 complete
  6. 06

    Support and handover

    60 days of included support, 12 months of free updates, and documentation that lets your internal team own the system with confidence.

    ✓ step 06 complete

The stack behind our VR builds

Default choices, stated with reasons.

/01

Engines

Unity for standalone headset reach and iteration speed; Unreal where visual fidelity is the product and PC VR hardware can carry it.

/02

Performance

Frame rate discipline as a comfort requirement, with per-headset budgets enforced in CI, because dropped frames are felt physically.

/03

Interaction

Hand, controller, and gaze interaction patterns matched to the task, with comfort-first locomotion options throughout.

/04

Deployment

Fleet management for headset estates, session telemetry, and enterprise integrations so VR operates as infrastructure, not a prop.

How intelligence flows through the experience

What each layer reads, and what it changes.

Adaptive scenarios

Adjusts difficulty and pacing to trainee performance.

Reads

Performance signals, completion data

Changes

Scenario parameters and branching

Virtual instructors

Guides and responds naturally within simulations.

Reads

Trainee actions, scenario state

Changes

Instructor dialogue and hints

Performance analytics

Turns session data into training and usage insight.

Reads

Session telemetry, scores

Changes

Progress reports and dashboards

What's included, standard

The baseline on every VR engagement. Not an upsell tier, just the floor.

  • Fixed written quote

    The price agreed at discovery is the price you pay, with change handled through explicit scope changes rather than silent drift.

  • Solution architecture document

    System design, data flows, and technology decisions written down so your team can audit and own the result.

  • Dedicated project manager

    One accountable point of contact with real authority over the delivery, not a message relay between time zones.

  • QA on every build

    Automated and manual testing on each VR release candidate, with defects triaged before anything reaches production.

  • Security review

    A checklist-based security pass covering authentication, data handling, and dependency vulnerabilities before launch.

  • CI/CD and environments

    Pipelines, staging, and preview environments configured from week one, so releases are routine rather than dramatic.

  • Analytics and monitoring

    Instrumentation wired before launch so you can see real user behaviour and system health from day one.

  • Documentation and handover

    Code comments, runbooks, and architecture notes written for your next developer rather than for our convenience.

  • Comfort testing protocol

    A documented comfort and performance test pass across your target headsets, with results reported before release.

Case studies that speak volume

Etihad Airways

A high-traffic consumer platform our team ships and operates at national-carrier scale, the same bar every build is held to.

1M+
Monthly Users
40%
Engagement Lift

PragPlay

A consumer platform from the same engineering system, proving the infrastructure core holds under real-time load with strict uptime demands.

500K+
Players
99.9%
Uptime

Marvel Studios

A high-volume consumer experience our team ships at global-release scale, the same discipline applied to every launch.

10M+
Streams
65%
Completion
/11

Why teams pick us for VR work

The differences live in engineering habits, not pitch decks.

Comfort is engineering

Frame rate discipline, locomotion options, and comfort testing are treated as release gates, because nausea kills adoption faster than any bug.

Purpose before presence

We validate that VR beats cheaper media for your objective, and say when it does not, in writing, before build.

Deployment realism

Fleet management, operator modes, and session telemetry ship with the app, because headsets in the field are operations, not props.

Skills that transfer

Training scenarios are designed with learning transfer in mind, scored and tracked, not just immersive.

Track record since 2010

9,000+ projects and 3,900+ apps across 25+ countries, held to the same delivery bar as everything else.

VR app development FAQs

Quest-class standalone headsets for reach and ease of deployment; PC VR (including tethered and high-end systems) where fidelity demands it. We confirm target hardware at discovery, since headset choice shapes interaction and performance budgets.

$ moxace launch --now

Ready to Build VR With Real Purpose?

Talk to our VR team about a comfort-first build with deployment tooling and full source ownership.

launch.sequence3 steps
  1. 01

    Share your idea

    a quick call, no deck required

  2. 02

    See the live demo

    every screen, admin to user

  3. 03

    Launch with source

    full code, your brand, your servers

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