AR & VR Development Services We Offer in Seoul
Korean XR buyers expect Samsung-grade hardware integration and K-content production polish, not generic Unity templates. Our services map to the Korean platform stack that the local ecosystem actually ships. We build Samsung Galaxy XR native apps on the Android XR operating system using the Android XR Jetpack libraries, Unity AR Foundation with the Android XR provider, and Unreal Engine 5 with Samsung\'s reference development kit, with distribution through the Galaxy Store XR section and Google Play XR, Apple Vision Pro spatial apps on visionOS for Korean App Store distribution following the Q1 2025 Korean launch, Meta Quest 3 and 3S mixed reality through the Meta XR SDK with Korean-language localisation and Hangul typography handling, K-pop XR concerts on the HYBE Weverse XR pattern and SM Entertainment\'s Beyond Live infrastructure with Unreal Engine 5 LED volume integration for hybrid in-person plus VR shows, webtoon AR overlays for Naver Webtoon and Kakao Webtoon using Unity AR Foundation with custom panel-based animation systems, and industrial XR for Samsung, LG, Hyundai, and Doosan with HoloLens 2 Korean Industrial 4.0 deployments and Samsung XR enterprise SKUs. Every engagement ships with a PIPA data inventory, an AI Framework Act risk classification if generative components are involved, and a KCSC rating submission package.
Our AR & VR Development Development Process
We run discovery, design, build, and deployment on KST hours so Seoul product owners at Samsung, LG, HYBE, Naver, Kakao, and Krafton get synchronous standups during their working day, with Edmonton overlap for North American counterparts. Discovery opens with a hardware target matrix (Samsung Galaxy XR, Apple Vision Pro, Meta Quest 3 and 3S, Pico 4 Ultra which has strong distribution in Korea through ByteDance partnerships, mobile AR via ARKit and ARCore, WebXR fallback), a Korean platform-economics review (Galaxy Store revenue share, One Store as the Korean Android alternative, Korean App Store pricing in KRW, telco bundle distribution through LG U+ and SK Telecom), a PIPA data inventory that treats eye tracking, hand tracking, and biometric facial features as sensitive personal information, an AI Framework Act risk classification when generative AI is embedded (voice cloning for K-pop idol avatars, AI-generated webtoon panels, AI-driven NPCs in XR games), and a KCSC content rating workflow for any experience targeting public distribution in Korea. Build sprints are two weeks, reviewed against device-specific frame rate budgets (90Hz Samsung Galaxy XR and Vision Pro, 90 or 120Hz Quest 3, 72Hz with Application SpaceWarp for headroom-constrained scenes). Deployment includes Korean Real-Name Verification integration through KISA-approved identity providers (NICE, KCB, SCI) for social or transactional features, KCSC content rating submission, and telco channel bundling discussions with LG U+ and SK Telecom where 5G-distributed XR makes sense.
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
Korean AR and VR workloads run on a Samsung-and-Apple bifurcated platform stack with Meta as a secondary surface. Samsung Galaxy XR development uses the Android XR Jetpack libraries, Unity AR Foundation with the Android XR provider, Unreal Engine 5 with Samsung\'s reference development kit, and Samsung\'s One UI XR design language for native UI fidelity. Apple Vision Pro development uses Xcode, SwiftUI, RealityKit, and Reality Composer Pro, with Korean localisation including Hangul typography, Korean date and time formats, and Korean Won currency. Meta Quest development uses the Meta XR SDK and Presence Platform with Korean App Lab distribution. K-pop XR concerts run on Unreal Engine 5 with nDisplay and Disguise media servers for LED volume integration, syncing with HYBE\'s Weverse Live or SM Entertainment\'s Beyond Live broadcast infrastructure. Webtoon AR uses Unity AR Foundation with panel-segmentation pipelines tuned for vertical-scroll comic layouts. Backend services run AWS ap-northeast-2 (Seoul) by default for low-latency Korean users and PIPA data residency, with Naver Cloud Platform as the Korean-sovereign alternative when government or financial clients require domestic-only hosting, CloudFront and Naver CDN for spatial asset delivery, and Korean analytics through Amplitude or AB180 Airbridge for Korea-specific attribution patterns.
What Seoul Clients Say About Us
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