The craft and the method.
Two beats. The pillars describe what we bring to a project. The steps describe how a project moves from brief to handoff.
What we bring.
Three disciplines, one team.
- §01 · Pillar
Research
The engineering underneath. Built to carry one building or a thousand homes, without slowing down at any scale.
ExpandedBefore anything gets built, a project needs a spine: how the data flows, how a model moves from an architect's file into a living scene, how it grows from one building to a whole district without missing a beat. It is the part nobody sees in the final result and the part everyone feels when it was skipped. We build it first.
What this looks likepipeline design, data integration (unit spreadsheets, CAD, BIM, site and GIS data), custom editor tools and scripts, performance work for scenes with thousands of objects, and focused R&D when a project needs something that does not exist yet.
- §02 · Pillar
Design
Where it stops being a 3D model and starts being a place worth wanting. A buyer feels it before they read a single number.
ExpandedWhen the image has to carry the sale, this is where it happens. Light, materials, composition, the full build of the spaces and everything around them, and the restraint to make it feel like a place a person could live, not a model on display. The difference between impressive and convincing is all in here.
What this looks likecinematic stills and film, lighting and look development, 3D modeling, and environment work.
- §03 · Pillar
Interact
The part a buyer takes the controls of, on a touchscreen, in VR, or the web. The question shifts from "what does it look like?" to "which one is mine?"
ExpandedThis is where a buyer stops watching and starts doing. They explore the homes in a masterplan, switch a finish, change the lighting from day to night, and the model keeps up with every choice, accurate down to the unit. And when someone wants to stand inside a home before it is built, the same model runs in a headset.
What this looks likeinteractive masterplans, configurators for units, finishes, and lighting, real-time walkthroughs, VR experiences, streamed-to-any-device apps, and web-based builds.
Built around your project,
not a template you fit into.
How we move a project from brief to handoff.
Every project moves in clear stages, each signed off before the next, and you see it running long before it is done.
- 01
Brief
You bring the drawings, the references, the deadline, and what success looks like. We scope it together, including the parts we would tell you not to build.
- 02
Pipeline
The foundation: how the data flows, how it all scales. Set up first, so adding the thousandth unit costs no more than the first.
- 03
Build
The project comes together in stages, each one yours to approve, visible long before the end. Nothing saved for a final reveal.
- 04
Interactive
Now it becomes something a buyer can drive, not just watch. Configurators, walkthroughs, choices they make.
- 05
Handoff
Packaged builds, web deployment, and the hardware to run them. We help spec the machine for your sales gallery, set up the touchscreen or large-format display, and deliver to a headset when a project calls for it. You own the result, and we stay close when it matters.
The earlier we are involved, the better the result.
The instruments.
The tools, formats, and programs we work with.
- Engine
- Unreal Engine 5
- NVIDIA Omniverse
- UEFN
- 3D
- 3ds Max
- Blender
- Maya
- ZBrush
- Substance 3D Painter
- Substance Designer
- Houdini
- BIM / CAD
- Revit
- ArchiCAD
- AutoCAD
- Rhino
- SketchUp
- Code
- C++
- Python
- Blueprint
- Verse
- HLSL
- MAXScript
- Web
- React
- Next.js
- TypeScript
- Three.js
- WebGL
- WebGPU
- Cloudflare
- Pixel Streaming
- Formats
- Datasmith
- FBX
- OBJ
- USD
- glTF
- Alembic
- IFC
- DWG
- RVT
- SKP
- MAX
- BLEND
- Geospatial & Data
- Cesium ion
- GeoJSON
- OpenStreetMap
Catch us early.
The brief gets sharper with us in the room. Bring drawings, references, a deadline, and what success looks like.