VR and realtime
Put a headset on and walk around a building at full scale. Useful for sign-off, for sales suites, and for events where you want people to remember the stand.
A ceiling height on a drawing is a number. In a headset it's either comfortable or it isn't, and people know immediately which. We've had design decisions change in the room because somebody finally stood in the space.
It's the same argument for sales. Someone who has walked through the flat is a long way further along than someone who has looked at a picture of it.
We build in Unreal Engine, which means everything runs in realtime rather than being pre-rendered. You can change the time of day, switch material options, or open a door and walk through it, all while somebody is standing in the experience.
The same build can usually be repurposed — a headset version for the sales suite, a screen version for a laptop, and a video capture for social.
Realtime is just as good at rebuilding things that have gone. We recreated Celtic Park as it was in the 1990s so supporters could stand in a stand that no longer exists, and built an Old Trafford experience in Unreal. That kind of work tends to be for fan engagement and events rather than planning.
Got something you want to see before it’s built?
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