AR & VR Development Services We Offer in San Francisco
Bay Area AR and VR buyers expect platform-grade engineering, not generic three.js demos. The SF ecosystem is built around shipping developer platforms and enterprise spatial computing rather than the Hollywood ad-tech pattern further south, so our services map to that reality. We ship native Apple Vision Pro spatial apps on visionOS with SwiftUI, RealityKit, and Reality Composer Pro for object capture and material authoring, Meta Quest 3 and 3S mixed reality through the Meta XR SDK and Presence Platform with scene API, depth API, and hand tracking, Niantic Lightship VPS and ARDK experiences for location-anchored persistent AR (the only platform that maps Bay Area landmarks like the Ferry Building, Salesforce Park, and Golden Gate at centimetre precision), 8th Wall WebXR campaigns now under the Niantic umbrella, social VR integrations against VRChat SDK and Rec Room Studio when SF social products need cross-platform reach, and Unity AR Foundation projects that ship to both iOS ARKit and Android ARCore from a single codebase. Every engagement ships with a CCPA and CPRA data inventory, an AB 1791 risk review when the experience targets mental health or wellness use cases, and a BIPA-conformant biometric handling pattern with retention schedule.
Our AR & VR Development Development Process
We run discovery, design, build, and deployment on Pacific Time so SF product, platform-relations, and developer-relations contacts at Apple, Meta, Niantic, Unity, and VRChat get synchronous standups, not overnight handoffs. Discovery opens with a hardware target matrix (Vision Pro, Quest 3, Quest 3S, Quest Pro, Snap Spectacles, mobile AR via ARKit and ARCore, WebXR fallback through 8th Wall), a platform-economics review (App Store visionOS revenue share, Meta Horizon Store, App Lab, Niantic Lightship licensing, Unity Pro and Unity Industrial Collection seats), a CCPA and CPRA data inventory that treats eye tracking and body tracking as sensitive personal information, an AB 1791 mental health protection review when the experience touches anxiety, depression, addiction, or therapy use cases, and a COPPA assessment if the experience targets users under 13. Build sprints are two weeks, reviewed against device-specific frame rate budgets (90Hz Vision Pro with foveated rendering, 90 or 120Hz Quest 3, 72Hz with Application SpaceWarp where headroom is tight). Deployment includes App Store Connect submission for visionOS, Meta Horizon Store or App Lab submission for Quest, Niantic Lightship deployment review where VPS waypoints are involved, and a documented analytics pipeline that survives Apple App Tracking Transparency and CCPA opt-outs.
Concept & Feasibility
1-2 WeeksWe define the AR/VR experience, select target platforms and devices, assess technical feasibility, and create a detailed project plan.
3D Design & Storyboarding
2-4 WeeksCreate 3D assets, environment designs, interaction patterns, and storyboards that map out the complete user journey through the experience.
Development & Integration
6-10 WeeksBuild the AR/VR experience with optimized 3D rendering, spatial interactions, physics, audio, and any required backend integrations.
Testing & Optimization
2-3 WeeksDevice-specific testing, performance optimization for target hardware, comfort testing (motion sickness prevention), and usability evaluation.
Deployment & Launch
1-2 WeeksDeploy to app stores, configure WebAR hosting, set up analytics tracking, and provide training materials for your team.
Technologies We Use for AR & VR Development
SF AR and VR workloads run on the platform stacks that Bay Area companies actually ship. Apple Vision Pro development uses Xcode, SwiftUI, RealityKit, Reality Composer Pro, and the visionOS SDK, with Unity PolySpatial for Unity teams transitioning to Vision Pro and Unreal Engine 5 for studios with existing UE5 pipelines. Meta Quest development uses the Meta XR SDK, Meta XR Interaction SDK, Meta XR Simulator, and Presence Platform for mixed reality, with App Lab and Horizon Store as distribution channels. Niantic Lightship ARDK provides VPS localisation, multiplayer AR, persistent AR, semantic segmentation, and meshing through Unity. WebXR runs on Three.js, Babylon.js, A-Frame, or 8th Wall (now Niantic-owned) for browser-native AR. Backend services run AWS us-west-2 (Oregon) for low-latency Bay Area users, with CloudFront edge for spatial asset delivery, S3 for USDZ and glTF storage, Snowflake or BigQuery for spatial analytics, and Mixpanel or Amplitude for product instrumentation. Computer vision pipelines integrate ARKit Object Capture, RealityKit anchors, ARCore Geospatial API, MediaPipe, and 8th Wall as the situation requires.
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