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Service 06

Technical art, AR, VR & XR

We build real-time and spatial experiences — AR, VR, XR, and interactive visualization — with the technical art and engineering needed to run on device, not just in a deck.

The failure mode

Spatial work fails at the seam between art, tracking, performance, and interaction. Pretty scenes that drop frames are not experiences.

How Okita works it

Alex spent years teaching machines to see space and helping crews ship interactive work. We design for the body, the sensor, and the frame budget from the first sketch.

What you leave with

  • AR/VR/XR prototypes and production systems
  • Real-time look-dev, shaders, and performance budgets
  • Spatial interaction and on-device sensing workflows
  • Bridges between generative content and runtime engines