Service

Games, AR & VR

Immersive 2D/3D games and spatial AR/VR experiences for mobile, desktop, headsets, and the browser.

Unity 6Unreal Engine 5Three.jsWebXRARKit
Overview

Building a game or an AR/VR product starts with choosing the right engine and platform, then engineering everything underneath the experience — physics, networking, spatial tracking, monetization. Prixelo works across that full range: 2D and 3D mobile games with monetization, leaderboards, and live-ops tooling to keep a title updated after launch; real-time multiplayer and immersive 3D titles on Unity 6 or Unreal Engine 5; AR product try-on, visualization, and navigation experiences built with ARKit, ARCore, and 8th Wall; and VR and mixed-reality training, simulation, and entertainment apps for Meta Quest and Apple Vision Pro. Where an app-store install isn't practical, we build in Three.js and WebXR instead — an experience a customer opens from a URL, no install required.

This fits three kinds of teams: consumer brands that need an AR fitting room or a mobile game with a real monetization loop; enterprises that need VR simulation for training and onboarding; and product or marketing teams that need a shareable AR/WebXR demo for a launch, showroom, or trade-show floor. The common requirement is that the experience holds up under real users — real frame budgets, real device fragmentation, real load on a multiplayer server — not just in a demo reel.

Prixelo scopes every project against what it actually requires to ship: a branded AR experience or casual mobile game typically starts at $15,000; a multiplayer or full VR build — with the added engineering for netcode, physics, and headset-specific optimization — starts at $50,000+.

How We Work

Our process

01

Engine & Platform Fit

We pick the stack to match the goal — Unity 6 for mobile, casual, and multiplayer 3D games, Unreal Engine 5 for high-fidelity 3D, or ARKit/Three.js for AR and browser reach.

02

Core Systems Build

We build the underlying systems — monetization and live-ops for mobile titles, real-time netcode for multiplayer, or spatial tracking and controller input for AR and VR apps.

03

Performance & Device Testing

We test and tune on real hardware — Quest and Vision Pro headsets and a range of phones and tablets — profiling frame rate, thermals, and load before anything ships.

04

Launch & Live-Ops

We ship to the App Store, Google Play, Quest Store, or a shareable web link, then keep the title running — leaderboards, content updates, and live-ops support post-launch.

What's Included

What we offer

Mobile & Casual Games

2D and 3D games with monetization, leaderboards, and live-ops for iOS and Android

Multiplayer & 3D Games

Real-time multiplayer and immersive 3D titles on Unity 6 or Unreal Engine 5

AR Experiences

Product try-on, visualization, and AR navigation with ARKit, ARCore, and 8th Wall

VR & Mixed Reality

Training, simulation, and entertainment for Meta Quest and Apple Vision Pro

WebXR & Browser 3D

Install-free, URL-shareable immersive and interactive experiences with Three.js and WebXR

Stack

Technologies we use

Unity 6
Unreal Engine 5
Three.js
WebXR
ARKit
RealityKit
FAQ

Frequently asked questions

Unity 6 for most mobile, AR, and cross-platform work; Unreal Engine 5 for high-fidelity 3D and visual showcases. We choose based on art direction, platform, and budget.
Yes. We build native visionOS/RealityKit spatial apps for Vision Pro and Quest experiences via the Meta SDK and Unity's XR tools.
Yes. With WebXR and 8th Wall we can deliver AR straight in the browser from a link or QR code — no install required.
A casual mobile game or branded AR experience starts from $15,000; multiplayer 3D and full VR projects from $50,000+.
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Games, AR & VR

Games, AR and VR development is the design and engineering of interactive 2D and 3D games and spatial experiences that run on phones, desktops, headsets, and in the browser. Prixelo builds mobile and casual games with monetization and live-ops, real-time multiplayer titles on Unity 6 or Unreal Engine 5, AR try-on and visualization with ARKit, ARCore, and 8th Wall, VR and mixed-reality apps for Meta Quest and Apple Vision Pro, and install-free WebXR experiences in Three.js. It suits consumer brands that want an AR fitting room or a game with a working monetization loop, enterprises that need VR training and simulation, and marketing teams that need a shareable launch or trade-show demo. Delivery covers engine choice, core systems such as netcode or spatial tracking, testing on real devices, and release to app stores or a web link. A casual mobile game or branded AR experience starts from $15,000; multiplayer 3D and full VR projects start from $50,000+.

Questions buyers ask

What does a game or XR development project include?

A project usually includes choosing the engine and platform, building the core systems, testing on real hardware, and launching. Core systems depend on the product: monetization and leaderboards for a mobile game, real-time netcode for multiplayer, or spatial tracking and controller input for AR and VR. Release can go to the App Store, Google Play, the Quest Store, or a shareable web link, with live-ops support afterwards if the title needs ongoing updates.

What is the difference between AR, VR, and mixed reality?

Augmented reality (AR) places digital objects over the real world, usually through a phone camera, which is why it fits product try-on and visualization. Virtual reality (VR) replaces the surroundings entirely inside a headset, which suits training, simulation, and games. Mixed reality blends the two on devices such as Meta Quest and Apple Vision Pro, so virtual content can sit in and respond to the room around the user.

Should a branded AR experience be a native app or WebXR?

It depends on reach versus depth. WebXR and browser-based AR open from a link or QR code with no install, which removes friction for campaigns, showrooms, and trade shows. A native app built with ARKit or ARCore gives fuller access to device features and suits experiences people return to often. Many brands start with a web version to test interest before committing to an app.

How do you make sure a game or VR app performs well on real devices?

Performance is checked on physical hardware rather than only in the editor. Builds are profiled for frame rate, thermals, and server load on Quest and Vision Pro headsets and on a range of phones and tablets. This matters most in VR, where dropped frames cause discomfort, and in multiplayer, where the server has to hold up under real player counts, not just a demo session.

Is VR useful for employee training and onboarding?

VR works well for training when a task is costly, risky, or hard to rehearse in person, such as operating equipment or practising a procedure. A simulation lets staff repeat the steps safely and as often as needed. Prixelo builds VR training and simulation apps for Meta Quest and Apple Vision Pro, scoped around the specific tasks a team needs to practise.