3D Avatar Development
Avatars carry more weight than any other asset in a virtual product — they are how people recognise themselves and each other. The engineering problem is doing that at a quality people like while still rendering fifty of them in the same scene.
Discuss your avatarsWhat We Build
The avatar system, the creator and the pipeline that keeps it performant.
Avatar Systems
Base meshes, body types, skin tones and morph targets built as a system rather than a set of fixed characters.
Customisation Editor
An in-app creator for faces, hair, outfits and accessories, with sensible defaults for users who will not fiddle.
Rigging & Animation
Humanoid rigs, retargetable animation sets, blendshapes and lip-sync driven from voice.
Photo To Avatar
Selfie-based generation where the likeness matters, with the privacy handling that requires.
Wearables & NFTs
Items as tokens, with ownership checked at load and creators able to publish their own.
Optimisation Pipeline
Automatic LODs, texture atlasing and mesh merging so a crowded scene keeps its frame rate.
Avatar Features
Expressions
Emotes and facial expression sets, with voice-driven lip sync where the platform supports it.
Cross-platform export
VRM and glTF output so avatars work in other applications rather than only yours.
Wearable marketplace
Buy, sell and equip items, with creator revenue share if you open it up.
Inclusive presets
Body types, skin tones, hair textures and accessibility options that cover your actual user base.
Mobile performance
A separate quality tier for phones, tested on mid-range devices rather than flagships.
Avatar service
A backend that stores and serves avatar configurations to any client or game you run.
Where Immersive Platforms Are Working
Virtual environments pay off where distance, scale or physical risk make the real thing expensive — that is where we focus.
Talk to our teamImmersive Platform Capabilities
Real-time 3D on the web is an optimisation problem. These are the parts that decide whether it holds up.
Performance budgets
Polygon, texture and draw-call limits agreed before art production, enforced in the pipeline.
Multi-user presence
Spatial audio, instancing and interest management so a busy space does not collapse.
Asset optimisation
Automatic LODs, atlasing and mesh merging applied to everything that enters the world.
Browser-first delivery
Playable without an install or a headset, with native and VR clients where they add something.
Permissions & ownership
Parcel, space and asset rights enforced by the registry rather than by the client.
Economy instrumentation
Supply, sinks and prices tracked live so the economy can be tuned before it breaks.
How We Deliver
Art and engineering run in parallel against an agreed performance budget.
Style and budget
Art direction, performance targets and platform constraints agreed together.
Base system
Base meshes, rig and morph system built and validated on target devices.
Creator and content
Customisation editor and the initial content library produced against the budget.
Integrate and tune
Wired into your app or game, then profiled with realistic crowds.
Give Your Users A Body
Tell us the platform, the visual bar and the devices it must run on. We will scope the avatar system around them.
Talk to our 3D teamAvatar Questions
Everything you need to know about our metaverse development work.
