Virtual reality
Creation and integration of a block programming language for the Arduino microcontroller, which allows students to easily learn the basics of coding and controlling devices. Developed training locations with realistic simulations where users can reproduce the operation of the microcontroller and robotic platforms in the format of interactive tasks and scenarios. Virtual reality support has been implemented on the Meta Quest platform, allowing users to interact with technology in a full-fledged VR environment.

Developing a script that combines real footage and graphic elements. Conducting a 360° shooting in Mykolaiv, capturing its current state. At the post-production stage, we added 2D graphics that seamlessly integrate into the video, conveying children’s dreams of a new life for the city. Creating a VR video that allows viewers to see the future of Mykolaiv through the eyes of children.

Developing a concept and writing a script that tells the story of a little girl who takes the audience through the streets of her war-torn hometown. Organising and conducting 360° filming in Irpin, Bucha and Borodyanka. Editing and sound engineering. The result is an experience that allows us to see the consequences of war through the eyes of its most vulnerable witnesses.

Creation of the patented Virtual Limb Mode, which allows patients to see and control their lost limbs in VR, significantly reducing phantom pain. Development of a comprehensive training system to restore joint mobility, improve coordination and develop neuromuscular control. Conducting clinical trials that confirmed the effectiveness of VR rehabilitation. Implementation of VRNOW in rehabilitation centres and integration with existing treatment programmes.

Development of a script that reveals all the key production processes in a structured way. Conducting 360° filming on the territory of the plant, covering all workshops and stages of production. Adding information plates for a better understanding of the processes. Video dubbing in three languages: Ukrainian, English and Polish. Post-production, including editing, graphics, and integration of VR effects for full immersion. Creation of a VR tour that allows customers and partners to see VIYAR’s production in the smallest detail.

The project involves the recreation of all historical buildings and locations based on archival images and drawings. Particular attention is paid to accurately reflecting the atmosphere of the time – you can meet residents on the streets and immerse yourself in the atmosphere of city life. We created a soundtrack with historical information. The project was implemented on Unreal Engine 5, which provides high detail, realistic lighting, and interactivity.

Realistic reproduction of the sculptures, while maintaining their authenticity, texture and proportion. Development of an interface that allows users to navigate through the virtual “halls” of the museum, where various works by Vadym Sidur are collected, and view them in detail. Creating a voiceover for each sculpture that contains information about the work itself.

Study of historical museum data on Shamanka’s burial. Development of a scenario plan for the project. Creation of 3D models of the location and all elements of the scene. Programming the mechanics of interaction with objects in virtual reality based on the Unit Engine. Adaptation of the project for Oculus Quest 2 and Oculus Quest PRO.

Our team developed a game balance document, came up with a game model, created all the 3D content and animations for the game and programmed all the game mechanics. The game is developed on the Unity Engine.

Creation of a food marketplace in cozy rooms in virtual reality. Content rendering, programming the mechanics of interaction with objects in Unity, integration of several unique marketplaces for each manufacturer into a unified VR software product.
