Metaverse Development

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 avatars
3D Avatar Development

What 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

01

Expressions

Emotes and facial expression sets, with voice-driven lip sync where the platform supports it.

02

Cross-platform export

VRM and glTF output so avatars work in other applications rather than only yours.

03

Wearable marketplace

Buy, sell and equip items, with creator revenue share if you open it up.

04

Inclusive presets

Body types, skin tones, hair textures and accessibility options that cover your actual user base.

05

Mobile performance

A separate quality tier for phones, tested on mid-range devices rather than flagships.

06

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 team
Gaming & social
Real estate
Training & education
Retail & showrooms
Events & conferences
Manufacturing
Healthcare simulation
Enterprise collaboration
Sports & entertainment

Immersive 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 team
FAQs

Avatar Questions

Everything you need to know about our metaverse development work.

To a degree. VRM and glTF exports are portable and widely supported, but every platform has its own rig, budget and shader expectations, so a perfect visual match everywhere is not realistic. We target the platforms you name and are honest about the rest.

A selfie is processed into face parameters that drive the base mesh. Quality varies with lighting and angle, so we always pair it with manual adjustment. It also has privacy implications, and we build the consent and deletion handling to match.

It depends on your device targets, and we set that as a hard requirement up front. We routinely design for thirty to fifty visible avatars on mid-range hardware by using LODs and merged draw calls.

Yes, or we work to your art direction, or alongside your existing artists. Either way the technical budget and pipeline are agreed first so the art produced is usable at runtime.