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UnseenBox

03Services

03Services

We build with others, too.

Studios, schools, museums, brands and public institutions come to us when something needs to be played, not just watched.

  1. From first prototype to store page.

    Full-cycle development of original or commissioned games — design, art direction, engineering, sound, porting and launch. We can lead the whole project or plug into your team.

    • Unity & Godot
    • PC, console, mobile
    • Co-development
  2. Learning that doesn't feel like homework.

    We co-design with teachers and learners so the mechanic is the lesson. Curriculum-aligned, measurable, and genuinely fun to play twice.

    • Curriculum mapping
    • Classroom pilots
    • Learning analytics
  3. Rehearse the moments that matter.

    Training simulations for safety, health and industry. We turn procedures and hard decisions into scenarios people can practise without real-world risk.

    • Scenario design
    • Assessment logic
    • LMS / SCORM
  4. Presence, handled with care.

    Comfortable, performant virtual reality for Quest, SteamVR and Vision Pro — games, training, virtual visits and location-based experiences.

    • Standalone & PC VR
    • Hand tracking
    • Comfort testing
  5. Layers on the real world.

    Mobile and web AR that respects the place it lives in — museum guides, heritage trails, product stories and location games.

    • ARKit / ARCore
    • WebXR
    • Image & place anchors
  6. Rooms that respond.

    Physical-digital work for festivals, museums and brands: projection, sensors, light and sound that react to bodies in a room.

    • Projection mapping
    • Sensors & hardware
    • On-site operation
  7. Worlds in a browser tab.

    Real-time 3D for the web and desktop — configurators, virtual exhibitions, interactive stories and digital twins that load fast and look sharp.

    • WebGL / WebGPU
    • Unreal & Unity
    • Performance budgets
  8. Motivation without manipulation.

    Game design thinking for products, campaigns and communities — honest progression systems that respect people's time.

    • Engagement design
    • Reward economies
    • Playtesting
  9. Find out in two weeks, not two years.

    Short, intense sprints that turn an idea into something you can hold, test and pitch. Ideal before funding rounds or big commitments.

    • Vertical slices
    • Pitch builds
    • Tech feasibility

How a collaboration unfolds

How a collaboration unfolds

  1. 01

    Signal

    A conversation, not a brief. We find the playable question inside your idea.

  2. 02

    Prototype

    In two to four weeks you hold something real, and we test it with real people.

  3. 03

    Build

    Short cycles, shared builds every week, no black boxes — ironically.

  4. 04

    Release

    Launch, installation or classroom rollout. Then we measure what actually happened.

Available

Have something that shouldn't exist yet? Tell us about it. We answer every message, usually within two working days.

Start a project