// TYPICAL PROJECT RANGES

PROJECT
PRICING.

Transparent reference ranges across the full service portfolio. Every project is scoped individually. These figures reflect typical standalone builds based on past experience.

01

CONTRACT & DAY RATES

HOURLY RATE
£75/HR
Ideal for ad hoc development support billed in hourly blocks, app updates, and smaller projects.
HALF-DAY / AD HOC
£300/HALF
Short engagements, scoping sessions, or half-day on-site technical support at events and exhibitions.
// NOTE

Rates apply to development, on-site work, consultancy, technical direction and support contracts. Fixed-price quotes are available for all clearly scoped projects.

02

BY SERVICE TYPE

ENTRY
Single-deliverable projects. Defined scope, browser or single-platform output.
FROM
£3,000+
TYPICAL RANGE: £3,000 – £6,000
Touchscreen kiosk or web interactive / Unity WebGL build
Single target platform (browser, Windows or iPad)
Up to two structured review rounds
Final build files + handover notes
MID-RANGE
Full-featured interactive builds across mobile, tablet or event hardware.
FROM
£7,500+
TYPICAL RANGE: £7,500 – £10,000
Gamification or learning game experience
eLearning module (SCORM / xAPI)
AR experience (marker or markerless)
One or two platforms with full QA on target hardware
PREMIUM
Complex interactive experiences with AI, VR or large-format display delivery.
FROM
£10,000+
TYPICAL RANGE: £10,000 – £15,000
AI-integrated experience with LLM or real-time API
XR training simulator (Meta Quest / Vision Pro / HoloLens)
Dedicated discovery and technical scoping phase
Content and asset optimisation (3D, animation, UI)
ENTERPRISE
Multi-platform builds, simulation environments and full production programmes.
FROM
£20,000+
TYPICAL RANGE: £20,000 – £30,000+
Immersive multi-screen or multi-module environment
Holographic or large-format display content
Multi-platform delivery with full QA across all targets
On-site event support and hardware provisioning
03

AT A GLANCE

PROJECT TYPETYPICAL RANGEPLATFORMTIMELINETIER
Website / web application
£3,000 – £6,000per standalone build
Desktop / iPad2 – 6 wksENTRY
Touchscreen kiosk application
£3,000 – £6,000per standalone build
Desktop / iPad2 – 6 wksENTRY
Web interactive / Unity WebGL
£7,500 – £10,000browser-based, no install
Desktop Browser5 – 9 wksMID-RANGE
Gamification / learning game
£7,500 – £10,000complexity-dependent
Browser / iOS / Android / Desktop5 – 9 wksMID-RANGE
AR experience (marker / markerless)
£7,500 – £10,000iOS & Android
iOS / Android5 – 9 wksMID-RANGE
AI-integrated experience
£10,000 – £15,000inc. API integration
Web / App / Unity9 – 16 wksPREMIUM
XR training simulator
£10,500 – £15,000per scenario set
Meta Quest / Vision Pro / HoloLens9 – 16 wksPREMIUM
Holographic / large-format display
£20,000 – £30,000inc. hardware scoping
Custom hardware / Unity10 – 20 wksENTERPRISE
Immersive large-scale environment
£20,000 – £30,000inc. hardware scoping
Custom hardware/ Unity10 – 20 wksENTERPRISE
04

WHAT AFFECTS COST

// PLATFORM
Number of platforms
Each additional platform (iOS, Android, Meta Quest, browser) adds build configuration, device testing and often unique code paths. Single-platform builds are always faster to deliver.
// CONTENT
Asset scope
The volume of 3D models, animation, video and audio, whether supplied by the client or built from scratch, is one of the largest cost drivers. Supplied, production-ready assets reduce time significantly.
// INTEGRATION
Third-party integrations
APIs, CRM systems, LMS/SCORM delivery, real-time data feeds and custom analytics all add development and testing time. Each integration should be scoped individually.
// DEADLINE
Event deadlines
A hard launch date for a congress or exhibition compresses the schedule and requires contingency time built in from day one. Rushed final weeks increase risk and cost.
// ITERATION
Review cycles
Two or three structured review points are included as standard. Additional unplanned feedback rounds extend timelines. A clear approval process at each stage keeps projects on track.
// HARDWARE
Hardware and on-site support
Supplying, pre-loading and managing hardware for events is scoped separately from the build. On-site technical support at congresses and exhibitions is available at day rate. This cost is included in the enterprise tier but quoted separately for smaller projects based on the level of support required.
05

HOW A PROJECT RUNS

01
Brief & Scope
Review your brief, define deliverables, platforms and timeline. Fixed-price quote issued within 48 hours.
02
Prototype
Rapid working prototype to lock UX, visual direction and technical approach before full production begins.
03
Build
Full production build with regular review builds shared for feedback. Two structured review rounds included.
04
QA & Polish
Device testing, performance optimisation and final fixes across all target hardware and platforms.
05
Delivery
Final assets packaged and handed over. Post-launch support window included. Maintenance contracts available.
06

COMMON QUESTIONS

How much does a VR training module cost?

An XR training simulator is typically £10,500 – £15,000 per scenario set, delivered over 9 – 16 weeks on Meta Quest, Apple Vision Pro or HoloLens. What moves the number is the count of target headsets, how much of the 3D content has to be built rather than supplied, and whether results need to report back into an LMS.

What is your day rate?

£600 per day, £300 for a half day, and £75 per hour for ad hoc support. The day rate covers development, on-site event support, consultancy and technical direction. Anything clearly scoped can be quoted fixed-price instead.

How much does an AR sales aid cost to build?

A marker or markerless AR experience for iOS and Android is typically £7,500 – £10,000 over 5 – 9 weeks. Production-ready 3D assets supplied by the client bring that down; extra device targets and CRM or analytics integrations push it up.

How much does a Unity WebGL interactive cost?

£7,500 – £10,000 for a browser-based Unity WebGL build over 5 – 9 weeks — no app download, no install. A simpler web interactive or touchscreen kiosk application starts at £3,000.

How long does a project take?

Two to six weeks for a single-platform kiosk or web build. Five to nine for a full AR or gamified experience. Nine to sixteen for an XR simulator or AI-integrated build, and twelve to twenty for a multi-platform programme. A fixed congress or exhibition date needs contingency built in from day one.

Do you work fixed-price or on a day rate?

Both. Fixed-price for anything clearly scoped — send the brief and a quote usually comes back within 48 hours. Day rate for on-site event support, technical direction, and work where the scope is genuinely open at the start.

What pushes the cost up or down?

Four things, in roughly this order: the number of target platforms, how much 3D and animation has to be built from scratch, third-party integrations such as SCORM, LMS or live data feeds, and how hard the deadline is. Supplied assets and a single platform are the two biggest savings available.

Are you UK-based?

Yes — Cheshire, in the north west of England. Most development is remote, and I travel for on-site support at congresses, exhibitions and events wherever they are.

READY TO SCOPE YOUR PROJECT?

Send over your brief and I'll come back with a clear scope and fixed-price quote — usually within 48 hours.