Virtual Reality

Hire VR Developers

VR's strongest business case isn't entertainment — it's practising something that is expensive, dangerous or impossible to rehearse for real. A trainee can make the costly mistake in a headset instead of on the factory floor. Our VR engineers build those simulations in Unity and Unreal, with the one non-negotiable that governs everything: a rock-solid frame rate, because dropping frames makes people physically ill.

What our VR developers bring

  • check_circle Unity and Unreal Engine for VR
  • check_circle Meta Quest, SteamVR, PICO and OpenXR
  • check_circle Hand tracking, controller interaction and haptics
  • check_circle Performance engineering — holding target framerate on standalone headsets
  • check_circle Multiplayer and co-located VR sessions
  • check_circle 3D asset optimisation, LODs and baked lighting

What they build

Training simulations

Rehearse dangerous, expensive or rare procedures with no real-world consequences.

Industrial & safety training

Machinery, emergency drills and compliance scenarios, with performance tracked.

Virtual walkthroughs

Architecture, property and facility tours at true 1:1 scale before anything is built.

Immersive product demos

Show equipment that's too large, too expensive or too remote to bring to a customer.

Flexible ways to hire

Bring on VR talent through a dedicated team, staff augmentation or a fixed-price project — whichever fits your roadmap. See typical developer rates or browse all expert teams.

Hire vetted VR developers

Tell us what you need and we'll match you with senior VR engineers, often within 48–72 hours.

Frequently asked questions

Does VR make people feel sick? expand_more
Badly built VR does, and it's mostly an engineering failure rather than a user one — dropped frames, unnatural camera movement, latency. We treat frame rate as a hard budget rather than something to optimise later, because a simulation nobody can bear to wear for ten minutes is worthless regardless of how good it looks.
Is VR training actually cheaper than the real thing? expand_more
It is when the real thing involves shutting down equipment, consuming materials, or risking injury. It usually isn't for something you could simply demonstrate on a laptop. The economics hinge entirely on what the real rehearsal costs you — and we'll say so if VR isn't justified.
Which headset should we target? expand_more
For enterprise training, standalone headsets like Quest are the pragmatic choice — no PC, no cables, easy to deploy to sites. PC-tethered VR wins when you need maximum visual fidelity. We build to OpenXR where possible so you're not locked to one vendor.
How long does a VR project take? expand_more
A focused training module is typically a few months. The 3D content is usually the long pole, not the code — which surprises people who assume the engineering dominates.