
Experimental XR is our sandbox — the category where capture technology gets pointed at things that don’t have a production template yet. Extended reality work rewards exactly what a scanning studio is good at: photoreal environments, true-to-life scale, and humans captured volumetrically rather than animated by hand. The projects here show that range. The Who: New Immersive Experience turned decades of rock heritage into an explorable environment. Our Atlantic Airways collaboration rebuilt aviation training around precision digitisation of real aircraft, replacing costly physical access with faithful digital twins. And our spatial computing work explores what Apple Vision Pro-class devices mean for volumetric content.
What unites them is the same conviction: XR only convinces when the underlying capture is accurate. Headsets amplify every shortcut, so we start from survey-grade LiDAR and high-fidelity volumetric capture, then build the experience layer on top. If you’re planning an immersive experience, training simulation or spatial computing pilot and need the real world inside it, this is the work to look at first.