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XR · VR · MR
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VR and XR Training Simulators for Medical and Industrial Teams

High-fidelity Virtual and Mixed Reality simulators for training, product demonstration and experiential marketing. Deployed on Meta Quest, HoloLens, Vision Pro and custom business enterprise headsets.

ABOUT

XR simulators deliver experiences that are otherwise impossible to create in the real world at scale. The technology is now mature, and the impact on an audience is immediate and has been proven to increase message retention.

Over a decade of VR and MR delivery for global pharma and healthcare clients. Every experience is built to perform reliably in high-pressure event environments.

DELIVERABLES

Clinical and procedural training simulations
Multiplayer event experiences
Product demonstration and Mode of Action visualisations
Enterprise onboarding and safety training environments
Mixed reality apps for real-world environments

THE PROCESS

01

Scoping & Hardware Planning

Interaction model, comfort settings, session length and deployment hardware are all defined before a single asset is built. A well-scoped VR brief delivers a focused, polished experience.

02

Build & Comfort Testing

Development with continuous comfort testing across target headsets, ensuring accessibility for a broad range of users including those new to VR.

03

Deployment & On-site Support

Platform optimisation, reliability testing and on-site support guidance as standard.

WHERE THESE GET USED

Most of my XR training work sits in pharma and medical, and it tends to land in one of three places. Some of it is congress and exhibition work, where the headset sits on a stand and a delegate has about four minutes before they move on. Some of it is field team training, where a rep or an MSL needs to understand a mechanism of action well enough to explain it to a physician. The rest is procedural, where somebody has to carry out a task in the right order and getting it wrong in the real world is expensive.

Those three pull a build in different directions. A congress headset has to survive a stranger putting it on with no instructions and nobody watching. A training build can assume a booked session and twenty minutes of attention, so it can afford to teach you its controls first. I have built both, and most of the difference is in the onboarding rather than the content really.

I have about ten years of medical XR behind me at the moment, and most of that was inside pharma agencies. So I know how medical and legal review affects a build schedule, and I plan around it rather than discovering it in week six.

SELECTED BUILDS

Unity · Meta Quest · Congress

Multiplayer VR inside the human body

Up to eight people in the same scene at cellular scale, built for medical congress use. The hard part was not the multiplayer. It was holding frame rate on standalone hardware with eight headsets in one room and a stand full of wireless interference.

Read the case study →
Unity · PICO · Pharma

VR digital twin for procedural training

A navigable replica of a real facility, used for onboarding and procedural training so staff could run tasks through before going near the actual site. It cuts the travel and downtime cost of in-person training, which is usually what justifies the budget in the first place.

Read the case study →
Unity · Oculus Rift · ECTRIMS 2019 · via Caudex

Conference VR for a multiple sclerosis therapy

The client had an existing mode of action film and wanted delegates to stand inside it. They had tried VR once before with another supplier and users had got stuck partway through, so they took some convincing. I worked with their scientific team at storyboard stage on where the interaction points should sit, and we mirrored the headset view onto a large LED screen beside the stand. The screen did most of the work at drawing people over.

Unity · Quest · Rift · Vive · via McCann Health

Gamified mode of action

A rhythm game built around approved scientific content, with a custom level editor so a new therapy area can be dropped in without rebuilding the game. It works with any track that has a clear beat. Environment and key messages swap out per client, and that reuse is what makes it affordable second time round.

Unity · Gear VR · Google Cardboard

Mobile VR for a consumer health brand

A growth science story told from a child’s point of view, delivered to Gear VR and Google Cardboard for reach rather than fidelity. Mobile VR at the time was almost always 360 video, but the brief needed real-time 3D to show the difference between two children, so it ended up a mix of real-time models and pre-rendered video. Optimising it to run on a phone was most of the job.

WHAT USUALLY GOES WRONG

Three things account for most of the trouble on an XR project, in my experience.

The first is content arriving late. A simulator is mostly 3D models, animation and voiceover, and none of the interesting work finishes until those land. If assets are due in week four and turn up in week eight, the schedule does not stretch. The QA does.

The second is hardware. Headsets need charging, updating, kitting out and locking down before an event, and somebody has to own that. On a congress stand you also want a plan for a headset dying mid-session, because one will.

The third is scope growing a scene at a time. Every extra room, character or branch is more optimisation work on standalone hardware, and standalone hardware does not have much headroom. I would rather ship three rooms that hold 72fps than six that stutter.

None of those are really XR problems, they are project problems. They just hit harder here, because the performance budget is fixed by the headset and you cannot buy your way out of it late on.

COMMON QUESTIONS

How long does an XR simulator take to build?

Usually nine to sixteen weeks for a single scenario set, assuming 3D assets are supplied and medical review starts early. A second scenario reusing the same environment is a lot quicker than the first.

Which headset should we target?

Meta Quest for most congress and field work, because it is standalone and there is no PC to cart around. Apple Vision Pro where the fidelity and the hand tracking genuinely change what you can show. HoloLens is effectively finished now, so if you are on it, plan a migration.

Can one build cover several markets?

Yes, and it is far cheaper than building twice. Plan for it at the start though, because retrofitting multi-language into a finished build means going back through every scene.

Do you supply the headsets?

I can, quoted separately from the build. On-site support at congresses and exhibitions is at day rate.

PLATFORMS & DELIVERY

Meta Quest
Standalone wireless VR. Ideal for events, no PC required.
Microsoft HoloLens
Mixed reality real-world overlay for enterprise.
Apple Vision Pro
The latest high-fidelity mixed reality experience.
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INTERESTED IN THIS SERVICE?

Get in touch to discuss your project. I will aim to respond within 24-48 hours with an honest assessment of what's possible, how long it will take and what it will cost.