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vision pro · visionos

Apple Vision Pro and visionOS development — spatial apps built in SwiftUI and RealityKit.

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.

spatial · not flat

Project anatomy

Capabilities

Project layer01

visionOS Applications

Native spatial apps in SwiftUI and RealityKit. Windows, volumes, and fully immersive spaces.

Project layer02

Spatial Interaction

Gaze targeting, hand gestures, and spatial audio designed to feel effortless rather than clever.

Project layer03

3D Content Pipelines

Model optimization, USDZ pipelines, and materials tuned for headset rendering budgets.

Project layer04

Training, Design & Simulation

Spatial training, architecture walkthroughs, product visualisation, simulation, and collaborative design review for teams working with physical things.

Connected systems

Stack

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.

Frameworks

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.

  • visionOS SDK
  • RealityKit
  • SwiftUI
  • ARKit

Content

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.

  • USDZ / Reality Composer
  • Blender pipelines
  • PBR materials
  • Spatial audio

Delivery

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.

  • Vision Pro simulator
  • On-device profiling
  • TestFlight
  • App Store Connect

Delivery pipeline

How a project runs

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.

  1. Scope and price, fixed

    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.

  2. Payment 1 — 50%

    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.

  3. Design, then your decision

    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.

  4. Payment 2 — 25%

    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.

  5. Payment 3 — 25%

    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.

  6. Launch and handover

    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

Questions

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