A Few Good Coders · Services

Unity game and XR development

A Few Good Coders develops Unity games, AR and VR experiences and real-time 3D systems, tested on the target devices rather than only on a demo machine.

An immersive experience has to work beyond the demo machine. We build Unity games, AR and VR experiences, and real-time interactive systems with the target device, interaction model, and performance constraints in view. The starting point can be a prototype, an existing project, or a focused engine-level problem.

Is this a fit?

Start with the problem you need to solve.

  • You need to turn an interactive concept into a playable or usable prototype before committing to the full experience.
  • A Unity or XR project needs multiplayer, physics, native integration, or performance work that goes beyond assembling a scene.
  • You are planning a cross-platform brand or training experience and need to validate input, hardware, and deployment constraints early.

Scope and deliverables

What the engagement can include

Choose the work your product needs. The first milestone, acceptance criteria, exclusions and ownership are agreed before delivery starts.

Playable prototypes and interaction systems

Define the core loop, controls, scene transitions, and feedback that make the experience understandable. Use a representative slice to test the idea and identify the art, content, and hardware dependencies before expanding production.

Multiplayer and cross-platform behavior

Scope session flow, shared state, connection failure handling, and platform-specific input around the experience. Treat network behavior and device differences as part of the product rather than additions after a single-device prototype.

Physics, rendering, and native integration

Work on Unity and C++ boundaries, physics interactions, rendering, and custom engine systems when the project calls for them. Establish what must be custom and what can use an existing engine capability before adding complexity.

Profiling and deployment readiness

Check frame time, memory, asset loading, and interaction behavior on target hardware. Scope build pipelines and repeatable test scenarios so the experience can be reviewed and delivered without relying on one developer's setup.

Delivery approach

A practical path to the first release

  1. Choose the target experience

    Agree on audience, devices, session length, input, connectivity, and the main interaction. Review existing assets and any external production dependencies.

  2. Prove interaction and performance together

    Build a playable slice on representative hardware. Test the core loop and technical constraints before committing to more content or additional platforms.

  3. Iterate toward a repeatable release

    Expand the validated experience, profile the demanding scenes, test failure and recovery paths, and document the build and delivery workflow for your team.

Work and engineering resources

Relevant experience you can explore

5G metaverse experience

Our anonymized 5G metaverse example describes a cross-platform AR/VR proof of concept that made a connectivity product tangible through an interactive experience.

Explore the metaverse project

AR/VR fan engagement

The major-league sports showcase in our anonymized portfolio connects cross-platform AR/VR engineering with fan engagement and a live demonstration environment.

Explore the sports XR showcase

Engine-level work

Our open-source work includes CustomEngine, a C++ game and VR-oriented engine. It provides a concrete example of rendering and engine work beyond application-level Unity scenes.

Find CustomEngine in our open source

Before we start

Common project questions

Can you join an existing Unity project?

Yes. Share the engine version, target platforms, current build state, and the problem you need solved. A focused review can establish whether the next step is a performance investigation, feature implementation, integration, or broader architecture work.

Can one experience run across every XR device?

The right scope depends on the required input, tracking, hardware interfaces, rendering budget, and distribution route. We define the actual device matrix first and validate representative builds rather than promise identical behavior on unspecified hardware.

Do we need finished art assets before starting?

A prototype can help validate interactions before all final assets are ready. The project brief should still identify who supplies models, animation, audio, and other content, their licensing, and the quality and performance constraints those assets must meet.

Which XR devices do you support?

We start from the devices your audience actually uses, then validate representative builds on that hardware. Our past work includes cross-platform AR and VR showcases; input, tracking, rendering budget and store or enterprise distribution all differ by device, so we confirm them before committing to features.

Can you build multiplayer or networked experiences?

Yes. We scope session flow, shared state, latency tolerance and connection-failure handling as part of the product, not as an add-on after a single-player prototype. The right networking approach depends on player count, platform mix and how much state must stay in sync, so we prototype the hardest interaction on real networks first.

Do you build real-time 3D for the web as well as Unity?

Yes. Alongside Unity we build real-time 3D for the browser with three.js and WebGL; the interactive solar system on this website is our own example. Browser 3D suits experiences that must open from a link with no install, while Unity suits richer simulations, headsets and native distribution.

Your first brief

Bring the goal and the constraints.

Share the core interaction, audience, target devices, and current prototype or build if you have one. Tell us which art assets and integrations already exist, and any event or release deadline.

Start a Unity or XR project