AR & VR Development Services We Offer in Tokyo
Japanese XR buyers expect Sony-grade hardware integration, anime production polish, and meticulous attention to detail that the local studios are famous for. Our services map to the Japanese platform stack that the Tokyo ecosystem actually ships. We build PlayStation VR2 native titles using the PSVR2 SDK on PlayStation 5 with Unreal Engine 5 or Unity (with mandatory Sony platform certification before commercial release), Apple Vision Pro spatial apps on visionOS for Japanese App Store distribution following the June 2024 Japan launch, Meta Quest 3 and 3S mixed reality through the Meta XR SDK with Japanese-language localisation including vertical text rendering where appropriate, anime and manga IP AR experiences on Unity AR Foundation with custom shader pipelines for the cel-shaded aesthetic that Japanese IP holders expect (Toei, Studio Ghibli reference, Shueisha One Piece and Naruto, Kodansha Attack on Titan, Bandai Namco), VTubing tools on Live2D Cubism SDK and Unity with face tracking through ARKit Face Tracking, MediaPipe, or Live2D\'s own pipeline for the millions of VTuber creators on YouTube and niconico, Cluster Inc metaverse experiences using the Cluster Creator Kit on Unity for Japanese domestic metaverse distribution, and industrial XR for Toyota, Komatsu, Sony Manufacturing, and Mitsubishi using HoloLens 2 and Magic Leap 2 in Japanese factory and construction site contexts. Every engagement ships with an APPI data inventory, a JIS Z 8541-3 ergonomic assessment for VR titles intended for prolonged use, and a CERO or IARC content rating package for game titles.
Our AR & VR Development Development Process
We run discovery, design, build, and deployment on JST hours so Tokyo product owners at Sony, Bandai Namco, Toei, Shueisha, Kodansha, Live2D, and Cluster get synchronous standups during their working day, with Edmonton overlap for North American counterparts. Discovery opens with a hardware target matrix (PlayStation VR2, Apple Vision Pro, Meta Quest 3 and 3S, Pico 4 Ultra which has notable Japanese distribution, mobile AR via ARKit and ARCore, WebXR fallback through 8th Wall, and HoloLens 2 for industrial), an IP-licensing review when anime or manga IP is involved (Shueisha, Kodansha, Toei, Bandai Namco, Sega all have specific XR licensing patterns and approval workflows), an APPI data inventory treating eye tracking, hand tracking, body tracking, and facial expression capture from VTubing as sensitive personal information under the 2022 APPI amendments, a JIS Z 8541-3 ergonomic review for VR titles intended for sessions longer than thirty minutes (the standard sets motion sickness, eye strain, and posture guidance), and a CERO or IARC content rating workflow for game titles intended for Japanese commercial release. Build sprints are two weeks, reviewed against device-specific frame rate budgets (90 or 120Hz PSVR2 with HDR and eye tracking foveated rendering, 90Hz Vision Pro, 90 or 120Hz Quest 3). Deployment includes Sony platform certification submission for PSVR2 titles (which typically takes four to eight weeks and requires conformance to Sony\'s technical requirements checklist), App Store Connect for visionOS, Meta Horizon Store or App Lab for Quest, CERO rating submission for game titles, and Japanese-language localisation review by a native QA pass.
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
Japanese AR and VR workloads run on a Sony-anchored console VR stack with mobile AR and emerging Vision Pro distribution as growth surfaces. PlayStation VR2 development uses the PSVR2 SDK on PlayStation 5 with Unreal Engine 5 (the dominant engine for AAA PSVR2 titles) or Unity (with the PSVR2 plugin requiring developer agreement with Sony), distributed exclusively through the PlayStation Store after Sony platform certification. Apple Vision Pro development uses Xcode, SwiftUI, RealityKit, and Reality Composer Pro with Japanese localisation including Japanese typography, Japanese date formats (era-based reign names where culturally appropriate), and Japanese Yen pricing. Meta Quest development uses the Meta XR SDK and Presence Platform with Japanese App Lab distribution. Anime and manga IP AR uses Unity AR Foundation with custom cel-shader pipelines, MToon and UTS2 shader patterns common in Japanese game development, and integration with publishing partners on character animation and voice line licensing. VTubing tools run on Live2D Cubism SDK for 2D avatar animation with Wright Flyer Studios face tracking patterns, Unity with VRoid Studio for 3D anime avatars, and integration with YouTube Live and niconico streaming infrastructure. Industrial XR uses HoloLens 2 and Magic Leap 2 with Microsoft Dynamics 365 Guides or proprietary Japanese factory tooling. Backend services run AWS ap-northeast-1 (Tokyo) by default for low-latency Japanese users and APPI data residency, with NTT Communications and Sakura Internet as Japanese-sovereign alternatives when government or financial clients require domestic-only hosting.
What Tokyo Clients Say About Us
Real feedback from businesses we have partnered with on ar & vr development projects.
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