Design and development for immersive experiences
Red Crown Interactive brings design and technology together: concept, UI/UX, 3D art and Unity development for businesses, startups and research organizations. We build immersive experiences, interactive simulations, and mobile and desktop products from idea to deployment.
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THREE PLATFORMS, ONE STUDIO
XR / VR / AR
Custom VR, AR and MR experiences for a wide range of virtual and augmented reality headsets. We combine 3D design with natural interactions through controllers or hand tracking to create immersive experiences and interactive products.
Mobile
Custom iOS and Android apps, drawing on the founder’s experience with products that served millions of users. We also build mobile AR experiences with ARKit, ARCore and Unity AR Foundation.
PC
Custom applications for PCs and workstations: interactive systems, simulations and 3D tools. We bring user interfaces, data and complex calculations together in one clear, easy-to-use product.
VR, AR & MIXED REALITY DEVELOPMENT
Virtual Reality (VR) Development
We develop virtual environments and interactive products for a wide range of VR headsets, combining 3D art, controller input and hand interactions. Training simulations are one application of this work: our Fugacity VR experiment at the Technion uses Meta Quest 3, guided practical tasks, teleportation and dedicated navigation controls designed to reduce unnecessary movement.
Augmented Reality (AR) & Mixed Reality (MR) Development
We build AR and MR experiences that bring interactive 3D content into the real environment. Our headset work includes passthrough on Meta Quest 3, where users see the physical room while handling virtual objects through physics-based hand interactions. The enzymatic lab project developed at the Technion places scientific models on a real table. Our broader AR experience also includes mobile development with ARKit, ARCore and Unity AR Foundation.
END-TO-END PRODUCT DESIGN
Concept & UI/UX Design
We shape the concept, user journey and visual language together with the technical plan. For AR/VR, interface design includes the surrounding 3D space, how people reach and handle objects, and how guidance supports the task.
3D Asset Creation
We create high-end 3D models, animation and visual effects in the studio, integrating the artwork into the working product. The enzyme model and Robi instructor shown in our portfolio are examples of our in-house 3D work.
Immersive Experiences
Design and code work together in Unity: hand tracking, physics-based object interaction and controller input chosen for the experience. We balance visual clarity, comfort and the demands of the target device.
WHAT WE ACTUALLY DO
Led hands-on by the founder, a senior engineer and designer. For larger work, a selected team operates under her lead.
TOOLS WE BUILD WITH
BUILT FOR A REAL TIMETABLE
HOW A PROJECT RUNS
Focused module or pilot
One experiment, one procedure, one tool. Launches in weeks.
- 30 minutes Introductory call What you teach or build, what is not working, and whether this is even the right tool.
- 1 to 2 hours Scoping session We go through the material together and agree what the module has to do.
- Within days Written proposal Scope, milestones and a clear price, before any work begins.
- Weeks Build Development, 3D and interaction, with checkpoints you can steer from.
- Before handover QA on real devices Tested on the headsets and phones it will actually run on, not just in the editor.
- Ongoing Handover and support Installed where it runs, with the people who will use it shown how.
Larger system
A course, a classroom, or a platform. Built in milestones with a team.
- 30 minutes Introductory call The same starting point: what you need and whether we are the right studio for it.
- Half a day Scoping workshop With your teaching or engineering staff, so the requirements come from the people who will live with it.
- 1 to 2 weeks Technical plan Architecture, platform choices, milestones and budget, written down before commitment.
- Selected per project Team assembly Development, 3D and design specialists brought in and managed under the founder, who stays hands-on.
- Months Build in milestones Each milestone is something you can put in front of real users, not a status report.
- Every milestone QA on real devices Multi-device and multi-user testing, because a class of twelve fails differently from one headset.
- On your premises Deployment on site Hardware, installation and the instructor workflows around it.
- Ongoing Handover and support Training, documentation and updates as the system keeps evolving.
SELECTED WORK
Have an app, immersive experience or simulation in mind?
Tell us what you want to build, even if it is still a rough idea.