3D → Presence
We began by challenging one of XR's earliest barriers: accessibility and creation complexity.
We focused on turning flat 2D experiences into accessible 3D environments directly through native browsers, simplifying creation through devices people already owned, from smartphones and DSLRs to 360 cameras and everyday consumer technology.
- XR accessibility and adoption barriers
- Hardware dependency and ecosystem fragmentation
- High production complexity and cost
- Limited creator participation
- Lack of scalable browser-native immersive infrastructure
3D was about making immersion reachable. It transformed XR from a gated technological experiment into something more democratic, distributable and human.
