visionOS Applications
Native spatial apps in SwiftUI and RealityKit. Windows, volumes, and fully immersive spaces.
vision pro · visionos
The interface
leaves the
rectangle.
Move your pointer. Everything here sits at a different depth, because on this platform depth is the layout — not decoration.
Project anatomy
Native spatial apps in SwiftUI and RealityKit. Windows, volumes, and fully immersive spaces.
Gaze targeting, hand gestures, and spatial audio designed to feel effortless rather than clever.
Model optimization, USDZ pipelines, and materials tuned for headset rendering budgets.
Spatial training, architecture walkthroughs, product visualisation, simulation, and collaborative design review for teams working with physical things.
Connected systems
Vision Pro is new enough that most of what's written about it is theory, not shipped software. We build in Apple's own frameworks rather than a cross-platform wrapper — because a wrapper is what makes an app feel like a port instead of something designed for the headset, and on a platform this new, that difference is the whole pitch to your users. The stack below is what actually gets a spatial app from a sketch to the App Store, not just a demo that looks good in a pitch.
RealityKit and ARKit are Apple's own spatial engines — built for this headset specifically, not retrofitted from a game engine or a phone AR kit. That's what makes hand tracking and gaze targeting feel instant instead of laggy and approximate.
The 3D assets and audio that make a space feel real instead of like a floating window. Getting materials and audio right is most of what separates an immersive app from a slideshow you happen to be standing inside.
Vision Pro hardware is expensive and not everyone testing your app owns one — the simulator and on-device profiling catch problems before a real headset ever needs to be in the room, so testing doesn't bottleneck on hardware access.
Delivery pipeline
Every project runs the same way, whatever it is being built on. The scope and the price are agreed before anything starts, and the schedule below is the one written into the agreement — not a description of how things usually go.
Before anything is built
You get a written scope and a number that does not move. Changes after that are handled as a change order — priced, signed, and added to the schedule — rather than absorbed quietly and argued about at the end. Nothing is billed by the hour, so a slow week is our problem rather than your invoice.
On signing, before work begins
The deposit starts the work. The remaining two payments are tied to things you can see happening rather than to dates in a calendar, so a schedule that slips does not become an invoice that arrives anyway.
5 business days to review
Designs are presented for review, and you get 5 business days to approve them or come back with changes. We send a reminder before that window closes. If it passes without an answer the design counts as approved and the next payment falls due — and we tell you the day that happens rather than letting you find out from an invoice.
On design approval
Build starts once the design is settled, so the thing being built is the thing you signed off. Approving the design is what releases this payment, which is why the review window above matters more than it looks.
When the project is ready to launch
The final payment falls due when the build is finished and tested, not when it goes live. Invoices are payable within 14 days and count as late 7 days after that; you are reminded on the day each one is due rather than chased out of nowhere a month later.
30-day warranty from launch
Going live transfers everything: source code, accounts, credentials, domains. You own it outright — there is no licence to keep paying. Anything that breaks within 30 days of launch is fixed at no cost, because it is a defect rather than a new request.
Before we begin
visionOS apps start at £18,000. Spatial work carries costs a flat-screen app does not — 3D content has to be made or sourced, and comfort has to be tested on the device — so the configurator on the pricing page is the fastest way to see a real figure.
For most consumer products, not yet — the installed base is small and honest about it. Where it does pay today is where the headset replaces something expensive: training that currently needs physical equipment, design review that currently needs a prototype, walkthroughs of something not built. If your case is none of those, we will say so.
Windows, volumes and fully immersive spaces, plus the things that make them usable — hand and eye input, spatial audio, and a 3D content pipeline that gets your existing models into a format the device can render at frame rate. That last one is usually the part people have not planned for.
Not to start. Design and much of the build happen in the simulator, but comfort, scale and legibility cannot be judged there — anything shipping needs testing on hardware, and we will tell you which parts those are before you commit.
Fixed scope, fixed price, agreed in writing before anything starts. You pay 50% on signing and the rest against two milestones you can see reached — design approval, then ready to launch. Nothing is billed by the hour, and the number does not move unless the scope does, in which case it is a signed change order rather than a surprise.
You do, outright. Source code, accounts, credentials and domains all transfer at launch, and there is no licence to keep paying for. If you want to take the code to another studio afterwards, nothing here stops you.
Anything that stops working within 30 days of going live is fixed at no cost — that is a defect, not a new request. After that, ongoing cover is a monthly care plan you can start or stop whenever; it is optional and is not needed for the work to be yours.
Designs are presented for review and you get 5 business days to approve or send changes, with a reminder before the window closes. If it passes with no answer the design counts as approved and the next payment falls due — you are told the day that happens.
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