Service
Real-time — VR, interactive 3D & WebGL
I build real-time experiences: VR, interactive 3D, playable prototypes and WebGL content. The goal is a fluid, comfortable and reliable experience — ready to be shown, tested and improved.
Based in Belgium, I work with studios, producers and teams from idea to prototype, and up to production when the concept proves itself.
The goal is not to create a “wow” demo that is hard to continue. It is to get to a playable base quickly, so the direction is validated without hiding the technical risk.
Prototype signals
What needs to feel real before a realtime build deserves more budget
A strong realtime project earns trust when the experience, the risks and the next production decisions are visible before the budget gets heavier.
Target
Playable build on the right device
Risk
Performance and comfort checked early
Verdict
Clear keep / cut / polish decisions
Phase 01
Feasibility first
Lock the device, interaction style, asset cost and frame-rate constraints before ambition starts drifting.
Phase 02
Showable build
Get to a presentable or playable version early enough to judge comfort, fluidity and onboarding with real feedback.
Phase 03
Production gate
Use the prototype to decide what deserves polish, what should be simplified and what should stay out of scope.
Prototype scope
The build has to prove both delivery risk and experience quality
The same prototype should answer two questions quickly: does the experience hold up on the target device, and is the production path still sane enough to continue?
- Performance budgets.
Profiling, load time and stability need to be handled during the prototype, not “fixed at the end”.
- Comfort on real hardware.
Especially in VR, locomotion, readability, onboarding and interactions need testing on the target device.
- A pipeline that can continue.
Assets, versioning, builds and handoff need to stay clean enough that the project can move forward without avoidable friction.
- VR experience.
Game, training flow, event setup or immersive demo with comfort and onboarding treated as first-class constraints.
- Interactive 3D prototype.
Simulation, configurator, serious game or playable proof of concept to validate an idea before a heavier production phase.
- WebGL / web 3D demo.
An experience embedded in a website or campaign, with focus on compatibility, load time and acceptable rendering on the right devices.
Working style
How I reduce risk
A pragmatic approach: scope, show something real quickly, then decide with concrete signals instead of assumptions.
- 1. Scope
- Platform + main risk
- 2. Prototype
- Playable base early
- 3. Validation
- Performance + comfort
- Set the right scope.
Goal, audience, target platform, constraints and ambition level need to be clear before features start piling up.
- Show something real.
I aim for a playable or presentable version early enough to judge fluidity, clarity and production priorities with real feedback.
- Decide whether it should continue.
The prototype should help decide what to polish, what to simplify and what is not worth taking into a full production phase yet.
In real-time work, a strong demo mostly depends on a clear pipeline, explicit technical choices and frequent validation on the target machine or headset.
FAQ
Frequently asked
- Can you start from a fuzzy concept?.
Yes. I can help clarify the need, the platform and the main risks so the prototype plan stays realistic.
- Quest, PCVR, or both?.
We choose based on the use case, visual ambition, budget and distribution constraints. The key is to avoid promises that the target hardware cannot support.
- What about performance?.
It is built into the work from the start: budgets, profiling, optimization and validation on the real target device.
- How do you estimate budget and timing?.
After a short framing step, I propose options, prototype vs production, with clear milestones and identified risks.
Send the target platform, the business goal and the timeline. I’ll come back with a pragmatic prototype plan and the clearest next step.