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What We Build
We build around your target hardware from day one. Spatial interaction and gameplay systems come first, with multiplayer, optimization, testing, and platform-ready delivery planned around the way the game will actually be played.
Meta Quest · PS VR2 · PC VR · iOS · Android
Interaction Prototype · Hardware Testing
Unity
Unreal Engine
OpenXR
ARKit
ARCore
Gameplay · Art · Multiplayer · QA
VR Games
Mobile AR Games
Location-Based AR
Multiplayer VR
Room-Scale VR
Social Experiences
Frame-Rate Targets
Performance optimization
VR Comfort
Locomotion and interaction
Tracking Validation
Spatial and controller testing
DELIVERY
AR/VR game development outsourcing works best when gameplay, art, interaction, and performance are not planned in isolation. They need to move together from prototype through production.
We can support complete AR/VR productions or defined workstreams within an existing game project.
Red Apple Technologies has supported game development since 2011, bringing engineering, art, design, testing, and production support together for interactive projects.
Gameplay engineering, 3D art, interaction design, multiplayer, and QA follow shared milestones, keeping technical and production decisions aligned.
We test key interactions on target hardware early to evaluate tracking, controls, comfort, performance, and device constraints before deeper production begins.
Engage us for complete AR/VR game production or focused workstreams such as prototyping, gameplay systems, art, porting, optimization, testing, or ongoing support.
Some projects begin with an idea. Others come with a prototype, existing build, or a specific technical gap
Our AR and VR game development services can cover the full production cycle or selected workstreams based on your scope, hardware, and release goals.

Build mobile and location-based AR games from concept and prototyping through development, testing, and release.
Develop VR games around target headsets, interaction systems, gameplay, 3D content, testing, and launch requirements.
Validate gameplay, controls, spatial interactions, hardware fit, and technical feasibility before deeper production begins.
Build real-time multiplayer, matchmaking, player data, progression, and backend systems for connected AR/VR games.
Adapt existing games for new devices or platforms while tuning controls, rendering, memory, and target-device performance.
Support updates, new content, compatibility changes, optimization, testing, and post-launch development after release.
From mobile and console to multiplayer, porting, testing, and ongoing support, explore the broader game development capabilities available across your production lifecycle.
View Game Development ServicesFROM OUR PORTFOLIO
Explore selected AR and VR game projects where our teams contributed to development, art, gameplay systems, multiplayer, optimization, testing, or ongoing production.
BEFORE YOU BUILD
AR/VR projects add hardware, interaction, performance, and comfort constraints to normal game production. We identify those risks early so scope and technical decisions stay grounded.
We define target devices early and test around their real limits. We look at rendering load, memory, tracking, controls, and thermal constraints during prototyping, not as a late-stage fix.
Comfort depends on more than frame rate. We review locomotion, camera behavior, interaction distance, movement speed, and input design together so we can tune the experience around your audience and hardware.
AR and VR ecosystems evolve quickly. We keep platform-specific dependencies visible and separate where practical, making it easier to respond to SDK, device, store, or operating-system changes during production and after launch.
Yes, where the existing project allows it. We first review the prototype, codebase, assets, engine version, integrations, and target devices to determine what can stay, what needs rework, and where rebuilding is the safer option.
FLEXIBLE ENGAGEMENT
Choose the model that fits your current stage, internal team, and level of production ownership needed.
01
You Need End-to-End Ownership
Best suited when you have a concept, requirements, or early prototype and need one team to manage production. We can cover gameplay, 3D art, spatial interaction, backend, testing, optimization, and release preparation around agreed milestones.
Discuss Full-Cycle Production02
You Already Have a Team
Bring us into an existing production for defined workstreams such as gameplay systems, interaction design, art, multiplayer, porting, optimization, or QA. Responsibilities and handoffs stay clear within your current production workflow.
Discuss Co-Development03
You Need to Validate First
Start by testing the core gameplay, spatial interactions, target hardware, controls, and technical feasibility before committing to deeper production. The sprint helps identify what works, what needs iteration, and what the larger build may require.
Start With a PrototypeBUDGET & TIMELINE
These are indicative planning ranges, not fixed quotes. Target hardware, interaction complexity, 3D content, multiplayer, and platform coverage can affect both cost and timeline.
15K-30K
Indicative Cost
6 - 10 Weeks
Typical Timeline
25K-60K
Indicative Cost
3 - 6 months
Typical Timeline
40K-100K
Indicative Cost
4 - 8 months
Typical Timeline
100K-300K
Indicative Cost
8 - 14 months
Typical Timeline
180K-500K
Indicative Cost
12 - 24+ months
Typical Timeline
Yes. Red Apple Technologies can sign your NDA or provide one before you share confidential project details such as your game concept, prototype, source code, assets, technical documentation, or product roadmap. Confidentiality requirements can also be reflected in the project agreement and access process once development begins.
Ownership is defined in the project agreement before production begins. For projects where you own the IP, agreed deliverables can include source code, project files, game assets, documentation, and other IP created specifically for the engagement. Third-party tools, licensed assets, SDKs, and middleware remain subject to their respective license terms.
Yes, release preparation and submission support can be included within the agreed scope. Depending on the platform, this may involve build preparation, technical checks, device testing, store requirements, submission support, and issue resolution. We plan the exact process around the intended hardware and distribution channels.
We can start with whatever you already have: a concept brief, GDD, prototype, existing build, references, or technical requirements. The most useful inputs are your intended gameplay, target devices, platforms, multiplayer needs, art direction, existing assets or code, production scope, and release priorities. If some of these are still open, a discovery or prototype phase can help define them.
We choose the technology stack around the game rather than defaulting to one engine or framework. Target hardware, the existing codebase, rendering requirements, interaction model, platform coverage, performance limits, and maintenance needs all matter. Unity or Unreal Engine may support the core production, while ARKit, ARCore, or OpenXR can address platform-specific AR and VR requirements where appropriate.
It depends on the product strategy and technical scope. Starting with one primary platform can simplify early validation of gameplay, interaction, performance, and player response before expansion. Multi-platform development may make sense when wider device coverage is required at launch, but hardware differences, SDKs, controls, performance limits, submission requirements, and platform-specific constraints need to be planned early.
Start with the experience the game needs to create. AR is well suited to gameplay that interacts with the player's real environment, while VR is better suited to experiences built around full spatial immersion and headset-based interaction. Audience, target hardware, session design, distribution strategy, gameplay mechanics, and production budget should guide the decision.
Tell us where the project stands today. We'll start there.