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