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AR and VR App Development
for Headsets and Mobile

Build cutting-edge AR/VR apps that engage consumers and drive innovation across entertainment, retail, healthcare, and more. Vervali builds AR for iOS, Android and the browser, and VR for headsets, tested on the hardware named in the quote. The device list, the timeline and the quote are agreed before the build starts.

150+ clients 450+ projects 275+ engineers 15+ years
AR and VR app development for mobile and headsets, Vervali
ISO/IEC 17025:2017 testing laboratory accreditation mark

ISO/IEC 17025:2017Accredited testing laboratory

CMMI Maturity Level 3 process award

CMMI Maturity Level 3The process is written down and repeats

ISO 9001:2015 quality management certification mark

ISO 9001:2015Quality management

ISO/IEC 27001 information security certification mark

ISO/IEC 27001Information security

AR, VR and WebAR Builds

Immersive experiences built for the devices your customers and teams actually use.

AR App Development

Augmented reality on iPhone and Android with ARKit and ARCore, placing products, guides and data in the real world.

VR App Development

Virtual reality for standalone and PC headsets, built in Unity for training, simulation and product walkthroughs.

WebAR Experiences

Browser-based AR that opens from a link or QR code, so customers try it without installing an app.

A demo that only runs in the editor is not a product your customers can use.

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Devices We Build For

Every device in your first release is named in the quote and tested on real hardware.

iPhone and iPad

ARKit experiences using LiDAR, plane detection and face tracking where the device supports it.

Android Phones

ARCore experiences tested across the Android models your customers use most.

VR Headsets

Meta Quest, Pico and HTC Vive builds, optimised for frame rate and comfort.

Web Browsers

WebAR that runs in mobile Safari and Chrome from a link, a QR code or a product page.

Where AR and VR Pay Back

The strongest returns come where showing beats telling, for customers or for your own staff.

Training and Simulation

Staff practise risky or costly tasks in VR before they touch real equipment.

Product Visualisation

Customers place furniture, fixtures or machines in their own space before buying.

Virtual Showrooms

Walkthroughs of products, properties or venues that buyers can explore from anywhere.

Field Service Guides

Step-by-step AR overlays that help technicians fix equipment faster on site.

What Comes With the Build

One team for assets, integrations and support, so the experience keeps working after launch.

3D Assets

Modelling, texturing and optimisation so objects look right and still run smoothly on the device.

System Integration

Connections to your catalogue, CMS, CRM or analytics. Wider platforms run through custom software development.

After Launch

OS, headset and store updates planned ahead. Ongoing work runs through software maintenance.

How an AR or VR Build Runs

Most builds run 8 to 16 weeks once the device list is agreed, 9am to 1pm Eastern with delivery from India.

  • 01

    Name the Devices

    We agree the headsets, phones and browsers in the first release, plus the flows.

  • 02

    Prototype on Hardware

    A working prototype on your target device proves the idea before the full build.

  • 03

    Build and Test

    We build the experience and assets, then test on every device named in the quote.

  • 04

    Launch and Support

    Store or headset release, then updates as operating systems and devices change.

Devices first, then a quote

Build AR and VR That Runs on Real Devices

Tell us the devices and the experience. We come back with the scope, the timeline and a fixed quote.

ISO/IEC 17025:2017 · CMMI Level 3 · 275+ engineers · 9am to 1pm Eastern

Frequently Asked Questions

AR/VR app development is building software that blends digital content with the real world, or places the user inside a fully virtual one. Augmented reality runs on phones, tablets and browsers, overlaying products or instructions on what the camera sees. Virtual reality runs on headsets for training, simulation and walkthroughs. Both need 3D content, careful performance work and testing on real hardware.

For AR we build on iPhone and iPad with ARKit, Android phones with ARCore, and mobile browsers with WebAR. For VR we build for Meta Quest, Pico and HTC Vive, usually in Unity. The quote names every device in the first release, and we test on that hardware rather than relying on an editor or emulator, so the experience behaves the same for your users.

Most AR and VR builds take 8 to 16 weeks once the device list is agreed. A WebAR product viewer on a single item sits at the shorter end. A multi-device VR training app with 3D assets and system connections sits at the longer end. We start with a prototype on your target hardware, which confirms the timeline before the full build begins.

Yes. AR and VR experiences often need live data, such as product catalogues, pricing, CMS content, CRM records or training results sent to your learning platform. We name each connection in the quote and build it alongside the experience. Where the project needs a wider platform or new back-end services, our custom software development team builds those as part of the same engagement.

Yes. Our team handles 3D modelling, texturing, animation and optimisation, so assets look right and still run smoothly on phones and headsets. If you already have CAD files or product models, we convert and optimise them instead of starting from scratch. Asset work is named in the same quote as the build, so there is one team accountable for how the experience performs.

Yes, when the experience solves a real buying question. AR product viewers let customers see items in their own space before purchase, and virtual showrooms let buyers explore products or properties remotely. These work best tied to a clear goal, such as fewer returns or more qualified leads, which we agree up front so the build can be measured after launch.

Yes. Operating systems, headset firmware and app store rules change often, and AR and VR apps feel those changes quickly. We plan updates, compatibility testing and new device support as part of ongoing maintenance, with support from 9am to 1pm Eastern and delivery from India. The support scope and response times are written into the agreement before launch.

Most engagements run at $25 to $49 an hour. Total cost depends on the devices in scope, the number of 3D assets, the system connections and whether you need a prototype first. A defined experience is usually quoted as a fixed price after a free scoping session. The written estimate names every cost, including headset testing and licences, before kickoff.
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