AR & VR Development Services We Offer in Toronto
Toronto's XR demand sits in four pockets, and our service tree mirrors them. For arts and culture (TIFF immersive, Hot Docs, ROM, AGO, Aga Khan Museum) we build location-based AR and roomscale VR with Cinema 4D, Houdini, and Unreal Engine pipelines that match the production values local studios like Felix and Paul and Mr. X have set. For enterprise training (Big Five banks, Sun Life, Manulife, Hydro One) we ship soft-skills VR, equipment simulation, and onboarding modules on Quest 3 fleets with managed device control through ArborXR or ManageXR. For clinical (UHN, SickKids, Sinai, Unity Health) we build PHIPA-aligned surgical rehearsal, exposure therapy, and patient education on Vision Pro and Quest 3, with on-prem rendering when data residency demands it. For consumer (Toronto retail brands on Queen West, Eaton Centre activations) we build WebAR on 8th Wall and Niantic Studio so customers join with a QR code, no app install.
Our AR & VR Development Development Process
Discovery starts on Eastern time with a content audit, a hardware-fit workshop (Vision Pro vs Quest 3 vs HoloLens 2 vs WebAR), and an AODA accessibility plan covering captioning, alt-input, comfort settings, and seated-mode parity. If the build touches health data we run a PHIPA Privacy Impact Assessment before any 3D work begins, and if biometric or eye-tracking inference is involved we draft an AIDA risk classification. Production runs in two-week sprints with weekly demo builds streamed to client devices through TestFlight, Meta's Developer Hub, or App Lab. We test in our Edmonton and Chandigarh hubs on the same headset SKUs the client will deploy, plus an Ontario user-acceptance round we coordinate inside MaRS or at the client site. Handover includes a content management system the client team can update without code, plus a runbook for Apple Business Manager or Meta Quest for Business fleet operations.
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
Engine choice is driven by the deliverable. Unity 6 with the XR Interaction Toolkit covers cross-device VR and AR where the team needs the same codebase on Vision Pro, Quest 3, and Android XR. Unreal Engine 5.4 with Nanite and Lumen wins when photoreal rendering matters, particularly for TIFF-grade immersive cinema and museum installations. WebXR on Three.js, Babylon.js, and the 8th Wall platform delivers no-install AR for retail and tourism. Apple's RealityKit, ARKit, and visionOS SDK ship native Vision Pro spatial apps, and we use Reality Composer Pro for designers who want to iterate without recompiling. Backend services for multi-user XR run on Photon Fusion, Normcore, or Colyseus, hosted in AWS ca-central-1 so latency stays under fifty milliseconds for Ontario and Quebec users. Asset pipelines flow through Blender, Maya, Substance Painter, and Marvelous Designer for soft goods.
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