AR/VR development
AR/VR development, shipped.
Big Immersive is an AR/VR development company with studios in Lahore and Dubai. Since 2017 we have designed and built virtual reality environments, augmented reality apps, 3D avatars, and real-time games in Unity, Unreal Engine, and WebXR — including the Virtua metaverse, its avatar system, and an arcade title shipped to six platforms.
Studios in Lahore · Dubai · Since 2017
Discuss your projectWhat we build
Virtual worlds and environments. Shared spaces people meet in: a plaza with 140 shops across three floors, private rooms for collectors who own no land, ownable plots that produce resources. We built the Virtua Hub, vSpaces, and Virtua Land as parts of one platform, Virtua Prime, and the VR world module we carry — socialisation hub, games, live events, marketplace — is the reusable core of that work.
Avatars and characters. A rig that can wear anything is what turns each new partnership into a costume rather than a rebuild. vFlects, the 3D-animated robot every Virtua account starts with, has sold 42,000 units and went on to headline its own Unreal Engine squad game. Maians, the avatar identity system we built for a client, runs in production at over 20,000 concurrent users.
Augmented reality apps. Native AR on iOS with ARKit and on Android with ARCore, and Unity AR wrappers for both that we have already built and can drop into a project. Location services for AR and VR sit on the same shelf.
Games. Jetpack Hyperleague, our arcade endless runner, ships from one project to Android, iOS, PC, Mac, Linux, and an in-browser WebGL build, and has stayed in active release since October 2023. It is the most verifiable thing we make: you can install it and play.
Training and simulation. Virtual classrooms and lecture halls, lab environments, training simulations a trainee can get wrong safely, and orientations that put people in the same room without being in the same place — built for headsets rather than ported to them.
Included
- Unity & Unreal builds
- WebXR experiences
- Art and asset pipeline
- Store submission
Platforms and engines
What we target and what we build in. Every entry here is in production on something we shipped.
- Meta Quest — Oculus SDK
- iOS — ARKit
- Android — ARCore
- Browser — WebXR and WebGL
- Desktop — PC, Mac, Linux
- Unity 3D
- Unreal Engine
- C#, C++, Swift, Kotlin
How we build it
Engine by target, not by habit. Unity 3D where the build has to reach phones and the browser as well as headsets; Unreal Engine where fidelity is the point, as it was for vFlects: Battle for Virtua Prime; WebXR and WebGL where the audience will not install anything and the first thirty seconds decide whether they stay. Headset work targets Meta Quest through the Oculus SDK.
The art pipeline is in house. Concept art and storyboarding, 3D asset and environment creation, decimation and optimisation so a scene made for a workstation still runs on a phone, and animation across biped, quadruped, and cat rigs. That is what lets a free avatar and a scarce collectible be the same object underneath — the rig held constant while everything around it changes.
We ship the whole way. Platform certification and store submission are deliverables, not afterthoughts, because a build that fails review has not shipped. Jetpack Hyperleague's fifteen months of updates across six targets is what that looks like in practice.
Ten modules already exist. Authentication, virtual identity, comms, a 360 inventory system, Unity AR wrappers for Android and iOS, a web marketplace, social sharing, location services, unified analytics, and the VR world itself. A project that needs any of them starts from a working component rather than a blank scene.
How a project runs
Discovery first. We start with your requirements, business goals, and technical constraints and define a scope before anyone opens an engine. Architecture follows — the scene structure, the networking model if it is multi-user, the asset budget per platform — because those decisions are cheap to change on paper and ruinous to change at alpha.
Then short, reviewable sprints with a build you can put on a headset at the end of each one, quality assurance that includes testing on the target hardware, and a supported launch. We do not consider a milestone done until it meets the acceptance criteria we agreed.
We work from studios in Lahore and Dubai, and most of what we have built we have also operated: Virtua was our own product, not a client's, so we know what a live world costs to run after launch, and we design for that from the start.

vFlects
The 3D-animated robot every account starts with, and the collectible line built on the same rig.

Virtua Prime
The world the environments, avatars, land, and games all sit inside.

Jetpack Hyperleague
A jetpack endless runner on six platforms, still shipping updates.

Maians
Avatar identity that holds up at over 20,000 concurrent users, shown running at GDC.

Virtua Hub
The entry point to the metaverse: 140 shops across three floors.

vSpaces
A room of your own for collectors who don't own land.
AR/VR development questions
7 answered
Meta Quest through the Oculus SDK for headset work; iOS through ARKit and Android through ARCore for augmented reality; WebXR and WebGL for experiences that run in a browser with nothing to install; and PC, Mac, and Linux for desktop. We build in Unity 3D and Unreal Engine, choosing by target rather than by habit — Unity where a build has to reach phones and the browser, Unreal where fidelity is the point.
A single-platform AR feature or a VR prototype you can put on a headset is typically 8-12 weeks. A full product — a multi-user environment with its own art pipeline, or a game shipping to several stores — usually runs 4-9 months from discovery to launch. Scope, platform count, and how much original 3D content has to be made are what move the number.
Three things set the price: how many platforms you ship to, how much original 3D content has to be made, and whether the experience is multi-user. A single-platform AR feature built on existing assets is at the low end; a multi-user VR world with a custom art pipeline is at the high end. We scope the work in a discovery phase and quote against fixed milestones, so the figure you get is for a defined thing rather than an estimate of one.
Yes. Browser delivery is often the right front door — no install, no store review, and a link that works in an email — and the trade is that the build has to start fast on hardware nobody controls. Jetpack Hyperleague ships an in-browser WebGL build alongside its five native platforms.
Yes. The Virtua Hub, vSpaces, and Virtua Land are all parts of one shared world, and the Maians avatar system we built runs in production at over 20,000 concurrent users. We also carry a ready-to-integrate VR world module — socialisation hub, games, live events, and marketplace — so a multi-user project starts from a working core.
Yes, in house: concept art and storyboarding, 3D asset and environment creation, decimation and optimisation for lower-powered devices, and animation across biped, quadruped, and cat rigs. Keeping art and engineering in one team is what makes a rig that can wear anything possible — vFlects and Maians are both built that way.
Yes. We build virtual classrooms and lecture halls, virtual lab environments, training simulations a trainee can get wrong safely, and orientation and onboarding spaces — designed for headsets rather than ported to them. It is the same engine and pipeline as our commercial work, applied to teaching.
