Loading
Loading

VR-native asset production with maximum optimization. LOD chains, draw call budgets, and interaction compliance as per project requirements
VR demands a different approach from day one. XQUBE builds VR assets with the platform's performance constraints accounted into the pipeline — not resolved in a final optimization pass that compromises quality.
We align on draw call budgets, texture compression targets, and interaction requirements before modelling begins. Assets arrive in-engine ready: LODs assigned, collision set, grab points defined, performance profiled on target hardware.
Draw call budgets, poly limits, texture resolution, and performance targets locked for target device before production begins.
Assets modelled with grab points, physics pivots, socket locations, and interaction volumes defined from the start.
Topology built for VR frame rates. No retopology surprises at the end of production.
Full LOD chain from hero to billboard. Each LOD tested on target hardware.
Yes. Standalone VR (Meta Quest 2, 3, Pro) has significantly tighter poly, draw call, and texture budgets than PC VR (SteamVR, OpenXR). We produce separate LOD chains and texture sets for each target where needed — not a single asset stretched across both.
Grab points, physics colliders, and interaction anchors are set up to your XR framework spec — Unreal XR, Unity XRI, or custom. We work from your interaction system documentation so assets integrate without rework on your end.
Budgets are defined at the brief stage, not the delivery stage. Every asset is profiled against your target hardware spec during production. If something is over budget it gets optimised before it leaves the studio — not flagged as a known issue on delivery.
Yes. For new projects we establish the style and technical baseline from your brief. For existing projects we match your current asset library — poly density, material approach, texture resolution — before producing anything new.
Yes. Our team has produced VR assets across commercial projects for Meta Quest and PC VR platforms. Additional details including NDA-protected work are available on a discovery call. Book at calendly.com/tanvirkhandlxqsmgs.
Textures baked and compressed to platform spec. Atlasing and draw call budgets maintained.
Asset integrated into your VR scene. Interaction tested, performance profiled, and delivered with a report.
Fixed scope, fixed delivery. You brief us, we produce and deliver. Ideal for defined asset lists and milestone-based productions.
Dedicated monthly capacity. Flexible scope, consistent output, and priority access to the team.
Our artists in your pipeline. Your tools, your standups, your naming conventions. Scale up or down per sprint.
Tell us about your project and we'll scope a tailored solution — no fluff, no middlemen.
Book a 30-minute CallSend a Brief →