Immersive Experiences That Prove, Train, and Sellin Ways a Screen Never Could.
We build AR, VR, and Mixed Reality experiences designed around measurable outcomes — reduced training costs, higher conversion rates, faster sales cycles — not around the technology for its own sake.
Immersive work that proves its value.
We build AR, VR, and Mixed Reality experiences designed around measurable outcomes — reduced training costs, higher conversion rates, faster sales cycles — not around the technology for its own sake.
Four technologies. One right answer.
We start with the hardware question: what devices do your target users have, and what can they realistically use in their actual context? The answer determines the platform — not our preference.
Overlays digital content on the real world through a device camera — requiring only a smartphone or tablet. Best for product visualisation in context, on-site information overlay, and remote expert assistance.
Creates a fully immersive digital environment using a headset. Best for safety training, skills simulation, and scenarios too expensive or dangerous to recreate physically.
Anchors digital objects in the real physical environment, requiring capable hardware such as HoloLens. Best for complex assembly guidance and industrial maintenance where spatial precision matters.
Runs in a mobile browser — no app download required. Best for consumer-facing e-commerce and marketing activations where eliminating the installation barrier drives conversion.
It pays for itself — in calculable terms.
The right question for every XR project: what does this experience replace or enable that currently costs time, money, or risk? Every project we recommend has a specific answer — and we make sure it does before we propose building anything.
3D is the biggest cost. We say so upfront.
High-quality real-time 3D assets require specialised skills and significant production time — every detailed model built to the polygon budget and texture specifications of your target hardware. Where you already have CAD files or 3D models, we assess and adapt them rather than rebuilding from scratch. And assets built for XR get reused across web product pages, mobile apps, and marketing materials, amortising the production cost across multiple use cases.
Native AR application development for the phones and tablets your users already carry — no extra hardware to buy.
Fully immersive experience development for standalone Quest headsets and tethered PC VR rigs.
Browser-based AR and VR with no app installation standing between your experience and the user.
3D product visualisation and interactive configurators that let buyers explore every option in real time.
Virtual environments for procedures that are too costly, too rare, or too dangerous to stage physically.
Workflow tools that anchor data and instructions in the physical space where the work actually happens.
Performance tuning so complex scenes hold their frame rate on constrained mobile and headset hardware.
Connections into your existing product catalogues and business systems, so experiences run on live data.
Where XR delivers proven value.
Five sectors where immersive work already earns its budget — training, property, retail, maintenance, and education.
VR simulation for confined space entry, working at height, hazardous materials handling — training that is too dangerous or expensive to deliver physically, delivered repeatedly without risk.
Virtual property walkthroughs before construction, interior configuration tools — letting buyers experience spaces that do not yet exist and make confident decisions faster.
AR try-on for eyewear, fashion, and cosmetics; AR room planning for furniture — helping customers visualise products in their actual context before purchasing.
AR overlay of step-by-step assembly or maintenance instructions on the physical component — guiding technicians through complex procedures with their hands free.
Immersive environments for science, engineering, history, and vocational skills — making abstract concepts concrete and dangerous procedures safe to practise.
Technologies we work with.
We pick the right tool for the job — here's what our teams reach for across every layer.
From brief to delivery.
Five stages from experience design to deployment — every one of them validated on the actual target device.

We define the spatial interaction model and user journey before building. XR experiences require different design thinking to flat screens — the hardware, the context, and the user's physical environment all shape every decision.
A working prototype on the actual target device is built early — spatial computing needs physical testing to validate design decisions. What feels right on a screen often feels wrong in a headset or on a phone held in real space.
Real-time 3D runs on constrained hardware. Performance is optimised continuously throughout development — not as a final polish step that may require significant rework of assets and architecture.
Connections to your product catalogue, training content, or business data are built and tested before go-live. XR experiences that pull live data are more valuable and more maintainable than static builds.
App store submission, enterprise MDM distribution, or WebXR deployment depending on your device and distribution strategy — including rejection handling for store submissions and post-launch monitoring.
Voices from the people we built for.
Dexsof rebuilt a system we'd been promised twice before. They shipped in eleven weeks what two other teams couldn't in eighteen months — and the code is the cleanest I've reviewed in a decade.
Genuine senior engineers. The kind who say 'we shouldn't build that' before we waste a quarter on the wrong thing.
We came for a 6-week prototype. Three years later they still run our core platform.
The team integrated seamlessly with our in-house engineers and elevated the entire output. We shipped on time and under budget.
The mobile app they built has a 4.8-star rating on the App Store. The UX work alone was worth every dollar.
From discovery to deployment in eight weeks. Dexsof is what a modern dev studio should look like.
We brought Dexsof in mid-project to rescue a failing build. They diagnosed the architecture problems in days, refactored the core, and had us back on track within two weeks — without losing a single feature.
Fast and reliable.
Every deadline hit, every estimate accurate. Working with Dexsof felt like having a co-founder with a full dev team behind them.
They picked up our legacy codebase that three other contractors had given up on, cleaned it up, and shipped three new features in the same sprint — all without touching the production schedule. Impressive discipline from the entire team.
Dexsof flagged two architectural issues that would have cost us six months.
Their design and engineering teams worked as one. The result was a product that looked premium and performed even better under load.
Common questions.
Anything not covered here, ask us directly — we answer within 24 hours.
Which platform should we target first?
It depends on your use case and audience. iOS AR for the broadest consumer reach — most modern iPhones support ARKit well. Meta Quest for immersive VR. WebXR for browser-based experiences with no app install barrier. We recommend based on where your users are and what hardware they realistically have in the context they will use the experience.
How do you handle 3D asset creation?
We work with your existing 3D assets or CAD files where possible, adapting them for real-time rendering requirements. We also create assets from scratch. Real-time rendering has very different requirements from static renders — polygon counts, texture resolution, and shader complexity all need to match your target hardware's capabilities.
Is AR on mobile good enough for enterprise use cases?
Yes for most product visualisation, training, and inspection use cases. The camera, LiDAR on newer iPhones, and processing power on modern devices make mobile AR a viable enterprise tool — without the cost or friction of specialist headsets. We assess whether mobile AR meets the accuracy and experience requirements of your specific use case in discovery.
Can we deliver XR experiences without requiring a headset download?
Yes — WebXR delivers AR and VR experiences through the browser with no app installation required. It has some capability limitations compared to native apps but works well for product visualisation, marketing activations, and lightweight training use cases where removing the installation barrier is the priority.
Let’s talk about it.
Tell us what you are building and we will get back to you within 24 hours — with honesty, not a sales pitch.
