Next-Gen Immersive & XR Experiences
Step beyond traditional displays. Trivoxa Studios builds interactive Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) solutions designed for high engagement and spatial interaction.
From standalone VR games and spatial computing apps to interactive virtual showrooms and gamified brand activations in Miami, our team merges cutting-edge spatial engine tech with photorealistic real-time rendering.
Motion Comfort Assurance: Strict lock on target frame rates (72/90/120 FPS) and ergonomics to eliminate motion discomfort.
Mobile Chip Optimization: Advanced single-pass stereo rendering, draw-call reduction, and custom shaders for standalone hardware.
Natural Spatial Interaction: Deep integration of gesture mechanics, eye-tracking precision, and multi-user spatial sync.
Cross-Device Ecosystems: Single project deployments mapped across Meta Quest, Apple Vision Pro, PCVR, and mobile WebXR.
XR Solutions & Applications
SOLUTION 01
Virtual Reality (VR) Games & Interactive Titles
Fully immersive 6DoF VR gaming experiences built for standalone headsets and PCVR with advanced physics, hand tracking, and haptic feedback.
SOLUTION 02
Spatial Computing & Mixed Reality (MR)
Blending virtual objects into real-world physical spaces using passthrough tech, high-resolution spatial anchors, and intuitive gesture controls.
SOLUTION 03
Virtual Showrooms & Metaverse Spaces
Interactive 3D spaces for luxury brands, events, and entertainment companies to showcase products, host virtual events, and engage global audiences.
SOLUTION 04
Enterprise Training & Interactive Simulations
High-fidelity 3D training environments for real-time risk-free skill development, medical, industrial, or architectural simulations.
SOLUTION 05
Augmented Reality (AR) Mobile Apps
WebAR and native iOS/Android applications featuring real-time face tracking, plane detection, and gamified brand activations.
SOLUTION 06
Real-time Optimization for Mobile Hardware
Aggressive graphics optimization, draw-call reduction, and custom shaders ensuring stable 90+ FPS performance on mobile VR/AR devices.
Dedicated XR Project Team
Spatial development requires deep expertise in real-time 3D graphics, low-latency interaction, and spatial UI/UX.
Lead XR Developer
Architects OpenXR / visionOS codebases, hand tracking algorithms, spatial anchors, and headset SDKs.
Spatial UI/UX Specialist
Designs spatial interfaces, ergonomic gesture bounds, dynamic HUD scaling, and 3D interaction cues.
3D Technical Artist
Creates mobile-optimized 3D assets, baked lighting setups, custom HLSL shaders, and spatial particle VFX.
Optimization & QA Engineer
Profiles GPU/CPU performance bottlenecks, memory leak detection, and hardware tracking verification.
XR Investment & Project Budgeting
Estimates vary based on target hardware, level of spatial interaction, visual detail, and multiplayer features.
| Scope Package |
Key Deliverables |
Estimated Timeline |
Budget Range |
| WebAR / Mobile AR Prototype |
Zero-Download Browser Experience, Face/Plane Tracking, 3D Product Viewer |
3 – 5 Weeks |
$15,000 – $32,000 |
| Interactive VR Showroom / Experience |
Meta Quest 3 or Vision Pro App, Spatial Audio, Custom 3D Environments |
6 – 10 Weeks |
$35,000 – $80,000 |
| Full-Cycle Standalone VR Game |
Multi-Level Campaign, Combat/Physics Mechanics, SteamVR & Quest Release |
4 – 8 Months |
$90,000 – $220,000+ |
| Enterprise Spatial Computing App |
visionOS Native App, Multi-User Sync, Dynamic Passthrough, Cloud Backend |
3 – 6 Months |
$70,000 – $150,000 |
Our 5-Stage Spatial Development Lifecycle
STAGE 01
Concept & Spatial Architecture
Defining 3D user interactions, hand-gesture mapping, physical room constraints, and target platform hardware limits.
STAGE 02
Prototyping & Comfort Sweeps
Grayboxing spatial mechanics, testing locomotion comfort, tuning passthrough opacity, and calibrating gesture thresholds.
STAGE 03
3D Production & Spatial Audio
Creating low-draw-call 3D assets, baking lighting passes, configuring shaders, and setting up directional audio emitters.
STAGE 04
Performance Locking & Profiling
Profiling draw calls, optimizing vertex budgets, reducing GPU memory overhead, and locking stable target frame rates.
STAGE 05
Deployment & App Store Submission
Managing platform submission passes for Meta Quest Store, Apple App Store (visionOS), and SteamVR.
Hardware & Framework Stack
| Category |
Supported Hardware & Tech |
| Target Devices |
Meta Quest 3 / Quest Pro, Apple Vision Pro, HTC Vive, PlayStation VR2, iOS/Android AR |
| SDKs & Libraries |
OpenXR, Meta Interaction SDK, visionOS SDK, ARKit, ARCore, WebXR |
| Engines & Render Pipelines |
Unreal Engine 5 (Forward Renderer), Unity (URP) |
| Interaction Technologies |
Hand Tracking, Eye Tracking, Spatial Audio, Haptic Controller Integration |