Service

Real-time 3D and XR applications

I build real-time applications: interactive 3D, VR, augmented reality, configurators, simulations, immersive training and playable bases. The goal is a fluid, comfortable and reliable experience on the target hardware.

Based near Liège, I can help with analysis, first builds, optimization or technical recovery when the project or architecture needs to be reviewed.

Projects

3D / XR projects

A selection of public projects from my real-time, VR, WebGL, games and serious games work.

Validation

What does a first testable version include?

The first version is mainly there to check that the experience truly helps its users. The technical side matters, but it supports that validation: the right device, the right performance level and the right constraints.

Use

Useful experience in the real context

Target

Testable build on the right device

Decision

Continue / simplify / stop

Abstract realtime build board with a 3D viewport, performance graph and validation checkpoints.

Phase 01

Use case

Understand who uses the application, in which context and for which decision or action.

Phase 02

Testable build

Test a short version with the right hardware, the right constraints and a representative scenario.

Phase 03

Decision

Decide what creates real value, what should be simplified and what stays out of scope.

Performance

How do you validate VR/XR performance and comfort?

Validation happens on the target hardware, with a realistic scenario and observable criteria. Rendering, comfort and stability should be tested before promising a larger version.

  • Real hardware.

    Tests happen on the target device, not only on a comfortable development machine.

  • Clear budget.

    We track useful limits: frame rate, load, assets, interactions and areas where the experience can become uncomfortable.

  • Decision.

    The test should show what can stay, what needs to be simplified and what needs more production work.

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 approach 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, first build vs production, with clear milestones and identified risks.
Let’s talk about your 3D / XR application

Send the target platform, goal and timeline. I’ll reply with a pragmatic first approach.