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Studio

Unreal Engine Development

A video shows people one route through your space or product. Unreal lets them take their own. Real-time builds for games, walkthroughs, configurators and training.

Studio

Unreal Engine Development

Want something interactive and real-time rather than a video?

  1. Problem

    Want something interactive and real-time rather than a video?

  2. Solution

    Unreal Engine builds: game prototypes, architectural walkthroughs, product configurators, training simulations. Real-time and explorable, not a fixed camera path someone watches once.

What you actually get

  1. Playable prototypes

    The core loop of a game idea, built to be played and tested rather than pitched from a deck. The fastest way to find out whether the idea is actually fun.

  2. Walkthroughs people control

    Buildings, interiors and spaces you can move through at your own pace, in changing light, with materials and layouts switched live. For anything sold before it is built.

  3. Real-time configurators

    High-end products explored and configured in real time, with the specification and price updating as the customer changes it.

  4. Training and simulation

    Procedures rehearsed safely and repeatedly, with what the trainee did recorded. Useful anywhere the real thing is expensive, dangerous or rare.

How it works

Same principles, whatever the job.

  1. 01

    Decide whether it should be real-time at all

    If nobody needs to change anything, a rendered animation is cheaper and looks better. Unreal earns its cost when exploration, configuration or interaction is the point. I will say which one you are describing.

  2. 02

    Grey-box first

    Blocked out with placeholder geometry and played through early, so layout and interaction get tested before anything is textured. Art on top of a broken layout is wasted money.

  3. 03

    Optimise for the hardware it runs on

    A trade show machine, an ordinary office laptop and a packaged download are three different performance budgets. That decision is made at the start, not at the end.

Questions

Video if the audience watches passively and the message is fixed: it is cheaper and you control every frame. Unreal if they need to move through it, change it, or make a decision inside it. Interaction is the whole justification.

Unreal in a browser is possible but heavy, and usually the wrong tool. If it must run on any device from a link, Three.js is a better fit and I build that too. Unreal suits a downloadable build, a kiosk, a trade stand or a streamed session.

Yes, and it always needs preparation. CAD and BIM geometry is far heavier than a real-time engine wants, so it gets reduced, retopologised and re-materialled first. That preparation is a real part of the timeline.

I build prototypes and vertical slices, and interactive experiences for businesses. A full commercial game is a team and a multi-year commitment, and I will tell you that plainly rather than taking the deposit.

It depends almost entirely on how much of the art is bespoke and how much interaction there is. A grey-boxed walkthrough and a fully art-directed one are different projects. Message me on WhatsApp, describe what people should be able to do in it, and I will come back with a fixed scope and the optional parts separated out.

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