Some things are far easier to understand when you can stand inside them or hold them up in your own space. A machine a buyer can walk around before it is built, a procedure staff rehearse in safety, a building you can tour before the first slab goes down. Augmented and virtual reality make that possible, and Rangefront Labs builds it as proper, owned software.
We work across the range: web AR a customer opens in a browser, mobile AR, and full VR on headsets. The right choice depends on your audience and the job, not on what sounds most impressive.
Where AR and VR pay off
- Product visualisers that let customers place or configure something in their own space
- VR training and simulation for work that is expensive, slow or dangerous to practise for real
- Walkthroughs of places, designs or equipment that do not physically exist yet
- Sales and expo demos that people remember because they did something, not watched something
- Maintenance and assembly guidance overlaid on the real object
Built for the device in the user’s hands
Immersive work lives or dies on performance and comfort. Dropped frames, slow loading or clumsy interaction break the illusion fast, and on headsets they make people feel unwell. We engineer for the target device from the start: frame budgets, tracking, input and the reliability work that keeps it usable for more than a minute.
Like everything we build, it is version-controlled, documented and owned by you, and it can connect back to your custom software and data when the experience needs live information.
Prove it on real hardware first
The fastest way to de-risk an AR or VR idea is to build the core interaction and try it on the actual device early. One scene, one product, one training step. You find out how it feels before committing to the full production, and the prototype becomes the spine of the finished build.
For games, configurators and screen-based interactive work, see games and interactive experiences.