Service

Games, AR & VR

Immersive 2D/3D games and spatial AR/VR experiences for mobile, desktop, headsets, and the browser.

Unity 6Unreal Engine 5Three.jsWebXRARKit
Overview

Building a game or an AR/VR product starts with choosing the right engine and platform, then engineering everything underneath the experience — physics, networking, spatial tracking, monetization. Prixelo works across that full range: 2D and 3D mobile games with monetization, leaderboards, and live-ops tooling to keep a title updated after launch; real-time multiplayer and immersive 3D titles on Unity 6 or Unreal Engine 5; AR product try-on, visualization, and navigation experiences built with ARKit, ARCore, and 8th Wall; and VR and mixed-reality training, simulation, and entertainment apps for Meta Quest and Apple Vision Pro. Where an app-store install isn't practical, we build in Three.js and WebXR instead — an experience a customer opens from a URL, no install required.

This fits three kinds of teams: consumer brands that need an AR fitting room or a mobile game with a real monetization loop; enterprises that need VR simulation for training and onboarding; and product or marketing teams that need a shareable AR/WebXR demo for a launch, showroom, or trade-show floor. The common requirement is that the experience holds up under real users — real frame budgets, real device fragmentation, real load on a multiplayer server — not just in a demo reel.

Prixelo scopes every project against what it actually requires to ship: a branded AR experience or casual mobile game typically starts at $15,000; a multiplayer or full VR build — with the added engineering for netcode, physics, and headset-specific optimization — starts at $50,000+.

How We Work

Our process

01

Engine & Platform Fit

We pick the stack to match the goal — Unity 6 for mobile, casual, and multiplayer 3D games, Unreal Engine 5 for high-fidelity 3D, or ARKit/Three.js for AR and browser reach.

02

Core Systems Build

We build the underlying systems — monetization and live-ops for mobile titles, real-time netcode for multiplayer, or spatial tracking and controller input for AR and VR apps.

03

Performance & Device Testing

We test and tune on real hardware — Quest and Vision Pro headsets and a range of phones and tablets — profiling frame rate, thermals, and load before anything ships.

04

Launch & Live-Ops

We ship to the App Store, Google Play, Quest Store, or a shareable web link, then keep the title running — leaderboards, content updates, and live-ops support post-launch.

What's Included

What we offer

Mobile & Casual Games

2D and 3D games with monetization, leaderboards, and live-ops for iOS and Android

Multiplayer & 3D Games

Real-time multiplayer and immersive 3D titles on Unity 6 or Unreal Engine 5

AR Experiences

Product try-on, visualization, and AR navigation with ARKit, ARCore, and 8th Wall

VR & Mixed Reality

Training, simulation, and entertainment for Meta Quest and Apple Vision Pro

WebXR & Browser 3D

Install-free, URL-shareable immersive and interactive experiences with Three.js and WebXR

Stack

Technologies we use

Unity 6
Unreal Engine 5
Three.js
WebXR
ARKit
RealityKit
FAQ

Frequently asked questions

Unity 6 for most mobile, AR, and cross-platform work; Unreal Engine 5 for high-fidelity 3D and visual showcases. We choose based on art direction, platform, and budget.
Yes. We build native visionOS/RealityKit spatial apps for Vision Pro and Quest experiences via the Meta SDK and Unity's XR tools.
Yes. With WebXR and 8th Wall we can deliver AR straight in the browser from a link or QR code — no install required.
A casual mobile game or branded AR experience starts from $15,000; multiplayer 3D and full VR projects from $50,000+.
App · platform · database · or AI

Tell us what
to build.

Bring us the one everyone said was too hard. Free, no-obligation reply within 24 hours — NDA on request.