{"id":892,"date":"2025-11-16T08:20:11","date_gmt":"2025-11-16T08:20:11","guid":{"rendered":"https:\/\/diamondcostcalculator.co.uk\/product\/20-experts-game-programming-outsourcing-masters-team-in-vienna-full-service-solutions\/"},"modified":"2025-11-16T08:20:11","modified_gmt":"2025-11-16T08:20:11","slug":"20-experts-game-programming-outsourcing-masters-team-in-vienna-full-service-solutions","status":"publish","type":"product","link":"https:\/\/diamondcostcalculator.co.uk\/fr\/product\/20-experts-game-programming-outsourcing-masters-team-in-vienna-full-service-solutions\/","title":{"rendered":"20+ Experts Game Programming Outsourcing Masters Team in Vienna &#8211; Full Service Solutions"},"content":{"rendered":"<h2><b>The Premier VR Game Development &amp; Co-Development Studio for Immersive Worlds<\/b><\/h2>\n<p>\u00a0<\/p>\n<p data-path-to-node=\"51\">\u00a0<\/p>\n<h3><b>Introduction: The Architecture of &#8220;Presence&#8221; \u2013 Building for a New Reality<\/b><\/h3>\n<p>\u00a0<\/p>\n<p data-path-to-node=\"52\">Virtual Reality (VR) is not a &#8220;screen.&#8221; It is a <i>place<\/i>. This is the single most important, and most widely-misunderstood, concept in modern game development. A VR headset does not show a player your game; it <i>transports<\/i> them <i>inside<\/i> it. This shift from &#8220;passive observer&#8221; to &#8220;active participant&#8221; is the most profound leap in human-computer interaction since the invention of the 3D graphics card. It is also the most technically and creatively demanding.<\/p>\n<p data-path-to-node=\"53\">In this new medium, all the old rules of &#8220;flat-screen&#8221; development are broken. A button press is replaced by a physical &#8220;grasp.&#8221; A simple camera-pan is replaced by a &#8220;head-turn&#8221; that can induce motion sickness. The &#8220;frame budget&#8221; is no longer 33.3 milliseconds (30fps) or 16.67ms (60fps); it is a <i>non-negotiable, neurologically-mandated<\/i> <b>8.33ms (120Hz)<\/b> ou <b>11.1ms (90Hz)<\/b>. To fail this performance target is not to &#8220;drop frames&#8221;; it is to make your player <i>physically ill<\/i>.<\/p>\n<p data-path-to-node=\"54\">This high-stakes environment demands a new breed of developer: a hybrid engineer-artist who is also part kinesiologist and part neuroscientist. This is the world our studio inhabits. We are a <b>premier, VR-native development and co-development studio<\/b>. We do not &#8220;port&#8221; flat games to VR; we <i>re-imagine<\/i> et <i>re-build<\/i> experiences from the ground up, centered on the core VR philosophies of <b>Presence, Interaction, and Comfort<\/b>. Our expertise is laser-focused on solving the &#8220;Three Great Challenges&#8221; of VR: <b>Locomotion, Physics-Based Interaction, and Uncompromising Performance Optimization.<\/b><\/p>\n<p data-path-to-node=\"55\">This document is an exhaustive deep-dive into our VR-specific development services. We will explore our core design philosophies, our technical mastery of the unique challenges of VR, our platform-specific expertise for <b>Meta Quest 2\/3 (Mobile VR), PlayStation VR2 (Console VR), and SteamVR (PC VR)<\/b>, and the engagement models we use to partner with you to build the next generation of truly immersive, &#8220;presence-defining&#8221; games.<\/p>\n<hr data-path-to-node=\"56\" \/>\n<p data-path-to-node=\"57\">\u00a0<\/p>\n<h3><b>Section 1: The Philosophy \u2013 &#8220;Presence&#8221; as the Core Mechanic<\/b><\/h3>\n<p>\u00a0<\/p>\n<p data-path-to-node=\"58\">Our entire design philosophy is built around a single, central goal: achieving <b>&#8220;Presence.&#8221;<\/b><\/p>\n<ul data-path-to-node=\"59\">\n<li>\n<p data-path-to-node=\"59,0,0\"><b>What is &#8220;Presence&#8221;?<\/b> It is the &#8220;magic&#8221; moment. It is the subconscious, reptilian-brain <i>feeling<\/i> that the user is <i>actually &#8220;there.&#8221;<\/i> It is when they &#8220;duck&#8221; from a virtual object, or &#8220;gasp&#8221; when they look over a virtual cliff. This feeling is fragile and can be <i>instantly<\/i> broken.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"59,1,0\"><b>The &#8220;Presence-Breakers&#8221;:<\/b> Our job is to eliminate them.<\/p>\n<ol start=\"1\" data-path-to-node=\"59,1,1\">\n<li>\n<p data-path-to-node=\"59,1,1,0,0\"><b>Bad Performance:<\/b> The #1 breaker. If the world &#8220;stutters&#8221; when you turn your head, your brain rejects it.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"59,1,1,1,0\"><b>Bad Interaction:<\/b> If you &#8220;phase&#8221; your hand <i>through<\/i> a table instead of <i>colliding<\/i> with it, the illusion shatters.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"59,1,1,2,0\"><b>Bad Locomotion:<\/b> If you move via &#8220;joystick&#8221; and your inner-ear feels <i>no<\/i> motion, the &#8220;vestibular disconnect&#8221; causes motion sickness, the ultimate &#8220;presence-breaker.&#8221;<\/p>\n<\/li>\n<\/ol>\n<\/li>\n<li>\n<p data-path-to-node=\"59,2,0\"><b>Notre processus :<\/b> Every system we design\u2014from locomotion to interaction to performance\u2014is ruthlessly audited against one question: &#8220;Does this <i>support<\/i> presence, or does it <i>break<\/i> it?&#8221;<\/p>\n<\/li>\n<\/ul>\n<hr data-path-to-node=\"60\" \/>\n<p data-path-to-node=\"61\">\u00a0<\/p>\n<h3><b>Section 2: Technical Deep Dive \u2013 Solving Locomotion &amp; Comfort (The #1 Challenge)<\/b><\/h3>\n<p>\u00a0<\/p>\n<p data-path-to-node=\"62\">How a player <i>moves<\/i> in VR is the most contentious and difficult design problem. A bad solution <i>will<\/i> make 60% of your audience sick. We are masters of the &#8220;Comfort Suite.&#8221; We do not choose one model; we <i>implement them all<\/i> and let the player choose.<\/p>\n<p data-path-to-node=\"63\"><b>2.1. Service: Locomotion &amp; Comfort System Implementation<\/b> We provide a &#8220;plug-and-play&#8221; locomotion package for all our projects.<\/p>\n<ul data-path-to-node=\"64\">\n<li>\n<p data-path-to-node=\"64,0,0\"><b>Type 1: Teleportation (The &#8220;Comfort&#8221; Standard)<\/b><\/p>\n<ul data-path-to-node=\"64,0,1\">\n<li>\n<p data-path-to-node=\"64,0,1,0,0\"><b>Comment cela fonctionne-t-il ?<\/b> The player &#8220;points&#8221; an arc to a new location and &#8220;blinks&#8221; there instantly.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"64,0,1,1,0\"><b>Why:<\/b> It creates <i>z\u00e9ro<\/i> &#8220;vestibular disconnect&#8221; (your brain sees no motion, your inner-ear feels no motion). It is the 100% &#8220;no-sickness&#8221; solution, essential for all new users.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"64,0,1,2,0\"><b>Our Polish:<\/b> We don&#8217;t just &#8220;blink.&#8221; We add audio cues, haptic feedback, and a &#8220;fade-out\/fade-in&#8221; visual to make it feel &#8220;premium&#8221; and less jarring.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p data-path-to-node=\"64,1,0\"><b>Type 2: Smooth Locomotion (The &#8220;Immersion&#8221; Standard)<\/b><\/p>\n<ul data-path-to-node=\"64,1,1\">\n<li>\n<p data-path-to-node=\"64,1,1,0,0\"><b>Comment cela fonctionne-t-il ?<\/b> The joystick moves you, just like a &#8220;flat&#8221; game.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"64,1,1,1,0\"><b>Le probl\u00e8me :<\/b> This is the primary cause of &#8220;VR Sickness.&#8221; Your eyes see motion, but your inner-ear reports you are &#8220;sitting still.&#8221;<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"64,1,1,2,0\"><b>Our Solution (The &#8220;Comfort Options&#8221;):<\/b> Nous <i>doit<\/i> bundle this with a &#8220;comfort suite&#8221; that players can toggle:<\/p>\n<ol start=\"1\" data-path-to-node=\"64,1,1,2,1\">\n<li>\n<p data-path-to-node=\"64,1,1,2,1,0,0\"><b>Vignetting (Tunnelling):<\/b> As the player moves, we dynamically <i>darken<\/i> their peripheral vision. This &#8220;tricks&#8221; the brain by reducing the amount of &#8220;optical flow&#8221; it has to process. We offer &#8220;slight, medium, or heavy&#8221; vignette options.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"64,1,1,2,1,1,0\"><b>Snap-Turning:<\/b> Using the right-stick to &#8220;turn&#8221; is another sickness-inducer. We implement &#8220;snap-turning&#8221; (e.g., 30-degree or 45-degree instant &#8220;snaps&#8221;) as an alternative to &#8220;smooth&#8221; turning.<\/p>\n<\/li>\n<\/ol>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p data-path-to-node=\"64,2,0\"><b>Type 3: &#8220;Room-Scale&#8221; &amp; Physical Locomotion<\/b><\/p>\n<ul data-path-to-node=\"64,2,1\">\n<li>\n<p data-path-to-node=\"64,2,1,0,0\"><b>Comment cela fonctionne-t-il ?<\/b> The game is designed to be played 1:1 in your <i>physical<\/i> &#8220;play-space.&#8221;<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"64,2,1,1,0\"><b>Notre expertise :<\/b> We also implement &#8220;non-joystick&#8221; movement, such as <b>Arm-Swinger<\/b> (swinging your arms to &#8220;run&#8221;) or <b>Climbing<\/b> (physically &#8220;pulling&#8221; yourself up a ladder), as these &#8220;physical&#8221; actions better match the brain&#8217;s expectations.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<hr data-path-to-node=\"65\" \/>\n<p data-path-to-node=\"66\">\u00a0<\/p>\n<h3><b>Section 3: Technical Deep Dive \u2013 The Science of Physics-Based Interaction<\/b><\/h3>\n<p>\u00a0<\/p>\n<p data-path-to-node=\"67\">In VR, your hands are not &#8220;pointers.&#8221; They <i>are<\/i> your hands. The &#8220;feel&#8221; of picking up, throwing, and manipulating objects is the core of &#8220;gameplay.&#8221;<\/p>\n<ul data-path-to-node=\"68\">\n<li>\n<p data-path-to-node=\"68,0,0\"><b>Le probl\u00e8me :<\/b> A simple &#8220;sticky&#8221; grip (press &#8220;trigger,&#8221; object &#8220;glues&#8221; to your hand) feels &#8220;fake&#8221; and breaks &#8220;presence.&#8221;<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"68,1,0\"><b>Our Solution: Physics-Based Interaction (The &#8220;Boneworks&#8221; \/ &#8220;Alyx&#8221; Model)<\/b><\/p>\n<ul data-path-to-node=\"68,1,1\">\n<li>\n<p data-path-to-node=\"68,1,1,0,0\"><b>Ce que c'est :<\/b> We build a world of <i>physical objects<\/i>. Your virtual &#8220;hands&#8221; are also physical objects. You do not &#8220;glue&#8221; the object to your hand; you apply a &#8220;physical grip force&#8221; to it.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"68,1,1,1,0\"><b>Why it&#8217;s Better:<\/b> This creates &#8220;emergent gameplay.&#8221;<\/p>\n<ol start=\"1\" data-path-to-node=\"68,1,1,1,1\">\n<li>\n<p data-path-to-node=\"68,1,1,1,1,0,0\"><b>Weight:<\/b> A &#8220;heavy&#8221; object (a sledgehammer) will have &#8220;drag,&#8221; making your virtual hand &#8220;lag&#8221; behind your real one, simulating <i>weight<\/i>.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"68,1,1,1,1,1,0\"><b>Collision:<\/b> You can&#8217;t pull a &#8220;large&#8221; object (a chair) through a &#8220;small&#8221; hole (a doorway). The <i>physique<\/i> will stop you. You have to <i>physically turn<\/i> the chair to fit it.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"68,1,1,1,1,2,0\"><b>Manipulation:<\/b> You can &#8220;force-grab&#8221; an object, &#8220;catch&#8221; it mid-air, &#8220;stack&#8221; objects on top of each other, or &#8220;knock over&#8221; a pile of cans.<\/p>\n<\/li>\n<\/ol>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p data-path-to-node=\"68,2,0\"><b>Our Service: The &#8220;Interaction Rig&#8221;<\/b><\/p>\n<ul data-path-to-node=\"68,2,1\">\n<li>\n<p data-path-to-node=\"68,2,1,0,0\">We have built a proprietary &#8220;VR Interaction Rig&#8221; (for both Unity and Unreal) that provides this physics-based &#8220;hand&#8221; system &#8220;out-of-the-box.&#8221;<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"68,2,1,1,0\"><b>Produits livrables :<\/b> Our rig includes &#8220;hands&#8221; that can:<\/p>\n<ul data-path-to-node=\"68,2,1,1,1\">\n<li>\n<p data-path-to-node=\"68,2,1,1,1,0,0\">Physically collide with the world.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"68,2,1,1,1,1,0\">Have &#8220;smart&#8221; finger-curling that <i>wraps<\/i> around any object.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"68,2,1,1,1,2,0\">Handle complex two-handed &#8220;grips&#8221; (e.g., for a rifle or a steering wheel).<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"68,2,1,1,1,3,0\">Incorporate haptics (e.g., &#8220;bzzz&#8221; on grip, &#8220;thud&#8221; on collision).<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<hr data-path-to-node=\"69\" \/>\n<p data-path-to-node=\"70\">\u00a0<\/p>\n<h3><b>Section 4: Technical Deep Dive \u2013 The &#8220;Performance-First&#8221; Optimization Pipeline<\/b><\/h3>\n<p>\u00a0<\/p>\n<p data-path-to-node=\"71\">This is the &#8220;Mandate.&#8221; <b>Vous <i>never<\/i> drop below the target refresh rate (90Hz or 120Hz).<\/b> Failure is not an option. Our entire art and engineering pipeline is built around this rule.<\/p>\n<ul data-path-to-node=\"72\">\n<li>\n<p data-path-to-node=\"72,0,0\"><b>Engineering Optimization:<\/b><\/p>\n<ul data-path-to-node=\"72,0,1\">\n<li>\n<p data-path-to-node=\"72,0,1,0,0\"><b>Le probl\u00e8me :<\/b> VR requires rendering your <i>enti\u00e8re<\/i> game <i>twice<\/i> (once for each eye). This is incredibly expensive.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"72,0,1,1,0\"><b>Our Solution: Single-Pass Instanced Rendering (SPIR).<\/b> We are experts at this. Instead of &#8220;rendering the left eye, then rendering the right eye,&#8221; this technique renders <i>both<\/i> at the same time, <i>in a single pass<\/i>, effectively cutting the &#8220;draw call&#8221; (CPU) cost in <i>half<\/i>.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"72,0,1,2,0\"><b>Fixed Foveated Rendering (FFR):<\/b> On &#8220;Mobile&#8221; VR (like the Quest), we <i>doit<\/i> use this. The headset &#8220;knows&#8221; where you are looking (the &#8220;fovea&#8221;). We render the <i>center<\/i> of your vision at 100% resolution and the &#8220;periphery&#8221; at 50% or 25%. The user <i>never notices<\/i>, and it <i>massively<\/i> increases performance (GPU).<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p data-path-to-node=\"72,1,0\"><b>Art Optimization Pipeline:<\/b><\/p>\n<ul data-path-to-node=\"72,1,1\">\n<li>\n<p data-path-to-node=\"72,1,1,0,0\"><b>Le probl\u00e8me :<\/b> You cannot use &#8220;AAA&#8221; 10-million-polygon models and 8K textures in VR.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"72,1,1,1,0\"><b>Our Process: The &#8220;VR Budget&#8221;<\/b><\/p>\n<ol start=\"1\" data-path-to-node=\"72,1,1,1,1\">\n<li>\n<p data-path-to-node=\"72,1,1,1,1,0,0\"><b>Draw Calls are the Enemy:<\/b> We are <i>ruthless<\/i> about &#8220;draw call batching.&#8221; Our artists are trained to &#8220;kit-bash&#8221; levels from a <i>single<\/i> &#8220;texture-atlas,&#8221; allowing us to render an <i>entire room<\/i> in just a <i>handful<\/i> of draw calls, not thousands.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"72,1,1,1,1,1,0\"><b>LODs &amp; Occlusion Culling:<\/b> We &#8220;hand-craft&#8221; aggressive &#8220;Level-of-Detail&#8221; (LOD) models for everything. We &#8220;bake&#8221; lighting and use &#8220;occlusion-culling&#8221; <i>aggressively<\/i> so that if you are &#8220;not&#8221; looking at an object, it is <i>pas<\/i> being rendered.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"72,1,1,1,1,2,0\"><b>Shader Complexity:<\/b> We are masters of the &#8220;Mobile&#8221; shader. We create &#8220;fake&#8221; lighting and detail using &#8220;baked-in&#8221; maps, as &#8220;real-time dynamic-lighting&#8221; is often too expensive for mobile VR.<\/p>\n<\/li>\n<\/ol>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<hr data-path-to-node=\"73\" \/>\n<p data-path-to-node=\"74\">\u00a0<\/p>\n<h3><b>Section 5: Platform Specialization<\/b><\/h3>\n<p>\u00a0<\/p>\n<p data-path-to-node=\"75\">We develop for all major VR platforms, understanding the unique &#8220;native&#8221; features of each.<\/p>\n<ul data-path-to-node=\"76\">\n<li>\n<p data-path-to-node=\"76,0,0\"><b>1. Meta Quest 2\/3 (Mobile\/Standalone VR):<\/b><\/p>\n<ul data-path-to-node=\"76,0,1\">\n<li>\n<p data-path-to-node=\"76,0,1,0,0\"><b>Our Focus:<\/b> This is 100% about <i>optimization<\/i>. This is our &#8220;Mobile VR Strike Team.&#8221; We are masters of the Qualcomm Snapdragon chipset, FFR, and the &#8220;Mobile VR&#8221; art pipeline.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p data-path-to-node=\"76,1,0\"><b>2. PlayStation VR2 (Console VR):<\/b><\/p>\n<ul data-path-to-node=\"76,1,1\">\n<li>\n<p data-path-to-node=\"76,1,1,0,0\"><b>Our Focus:<\/b> This is our &#8220;AAA VR&#8221; team. We leverage the power of the PS5.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"76,1,1,1,0\"><b>Native Features:<\/b> We are experts at implementing the &#8220;game-changing&#8221; features of the PSVR2:<\/p>\n<ul data-path-to-node=\"76,1,1,1,1\">\n<li>\n<p data-path-to-node=\"76,1,1,1,1,0,0\"><b>Eye-Tracking:<\/b> We use it for <i>foveated rendering<\/i> (a massive performance boost) and <i>Jeu<\/i> (e.g., &#8220;an enemy only moves when you are <i>pas<\/i> looking at it&#8221;).<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"76,1,1,1,1,1,0\"><b>Haptic Feedback:<\/b> We integrate <i>headset<\/i> haptics (e.g., &#8220;feel&#8221; a &#8220;thud&#8221; when a rock flies past your head) and the &#8220;adaptive triggers&#8221; of the Sense controllers.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p data-path-to-node=\"76,2,0\"><b>3. SteamVR (PC VR):<\/b><\/p>\n<ul data-path-to-node=\"76,2,1\">\n<li>\n<p data-path-to-node=\"76,2,1,0,0\"><b>Our Focus:<\/b> This is the &#8220;High-Fidelity&#8221; platform. Here, we can &#8220;push&#8221; the graphics for users with high-end (e.g., NVIDIA 40-series) PCs.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"76,2,1,1,0\"><b>Notre mission :<\/b> We manage the &#8220;hardware matrix&#8221; (Valve Index, HTC Vive, etc.) and build &#8220;auto-detecting&#8221; control schemes for all the different controller types.<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<hr data-path-to-node=\"77\" \/>\n<p data-path-to-node=\"78\">\u00a0<\/p>\n<h3><b>Section 6: Engagement Models for VR Development<\/b><\/h3>\n<p>\u00a0<\/p>\n<p data-path-to-node=\"79\">VR development is highly iterative. Our models are built for this &#8220;R&amp;D&#8221; heavy process.<\/p>\n<p data-path-to-node=\"80\"><b>Model 1: The &#8220;VR Locomotion &amp; Interaction&#8221; Prototype (Fixed Price)<\/b> This is the &#8220;Find the Feel&#8221; package.<\/p>\n<ul data-path-to-node=\"81\">\n<li>\n<p data-path-to-node=\"81,0,0\"><b>Comment cela fonctionne-t-il ?<\/b> A 4-6 week, fixed-price engagement.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"81,1,0\"><b>Le probl\u00e8me :<\/b> You have a &#8220;flat&#8221; game idea, but you don&#8217;t know &#8220;how&#8221; it <i>feels<\/i> in VR.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"81,2,0\"><b>Produit livrable :<\/b> We will build a &#8220;Graybox&#8221; (un-textured) environment. We will implement our full <b>&#8220;Locomotion Suite&#8221;<\/b> (Teleport, Smooth, etc.) and our <b>&#8220;Physics-Interaction Rig.&#8221;<\/b> We will add 1 or 2 &#8220;core&#8221; mechanics (e.g., &#8220;a gun&#8221; or &#8220;a sword&#8221;).<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"81,3,0\"><b>Objectif :<\/b> For a fixed price (e.g., <b>$30,000<\/b>), you get a &#8220;playable sandbox&#8221; that allows your team to &#8220;find the fun&#8221; and feel the &#8220;core&#8221; of your game before committing to a 3-year production.<\/p>\n<\/li>\n<\/ul>\n<p data-path-to-node=\"82\"><b>Model 2: The &#8220;VR Porting&#8221; Project (Fixed Price)<\/b> A &#8220;port&#8221; is a <i>lie<\/i>. This is a &#8220;Full-Scale Re-Imagining.&#8221;<\/p>\n<ul data-path-to-node=\"83\">\n<li>\n<p data-path-to-node=\"83,0,0\"><b>Comment cela fonctionne-t-il ?<\/b> You give us your &#8220;flat&#8221; PC\/Console game. We give you a fixed-price bid to build a <i>native VR version<\/i>.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"83,1,0\"><b>Notre processus :<\/b><\/p>\n<ol start=\"1\" data-path-to-node=\"83,1,1\">\n<li>\n<p data-path-to-node=\"83,1,1,0,0\"><b>Triage (1 month):<\/b> We &#8220;deconstruct&#8221; your game. &#8220;This 30-minute &#8216;cinematic&#8217; must be &#8216;re-staged&#8217; as a &#8216;player-in-the-room&#8217; event.&#8221; &#8220;This &#8216;UI&#8217; must be &#8216;re-built&#8217; as a &#8216;physical object&#8217; (e.g., a wrist-watch).&#8221;<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"83,1,1,1,0\"><b>Optimization (6-12 months):<\/b> Our &#8220;Optimization Pipeline&#8221; team will <i>re-build<\/i> <i>every<\/i> art asset to meet the &#8220;VR Budget.&#8221;<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"83,1,1,2,0\"><b>Re-Implementation (6 months):<\/b> Our &#8220;Interaction&#8221; team will <i>throw away<\/i> your &#8220;character controller&#8221; and implement our &#8220;VR Rig.&#8221;<\/p>\n<\/li>\n<\/ol>\n<\/li>\n<li>\n<p data-path-to-node=\"83,2,0\"><b>Meilleur pour :<\/b> Studios with a successful IP that want to &#8220;re-launch&#8221; it on a new, high-growth platform.<\/p>\n<\/li>\n<\/ul>\n<p data-path-to-node=\"84\"><b>Model 3: VR Co-Development (Dedicated Team \/ Retainer)<\/b> This is our &#8220;AAA&#8221; model.<\/p>\n<ul data-path-to-node=\"85\">\n<li>\n<p data-path-to-node=\"85,0,0\"><b>Comment cela fonctionne-t-il ?<\/b> We provide a dedicated &#8220;pod&#8221; of VR-native experts who embed <i>inside<\/i> your existing team.<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"85,1,0\"><b>Example &#8220;VR Strike Team&#8221; ($40,000\/month):<\/b><\/p>\n<ul data-path-to-node=\"85,1,1\">\n<li>\n<p data-path-to-node=\"85,1,1,0,0\">1x VR Technical Director (Our &#8220;expert&#8221; who guides the project)<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"85,1,1,1,0\">2x Senior VR Engineers (Who build the core systems)<\/p>\n<\/li>\n<li>\n<p data-path-to-node=\"85,1,1,2,0\">1x VR Technical Artist (Who manages the &#8220;performance budget&#8221;)<\/p>\n<\/li>\n<\/ul>\n<\/li>\n<li>\n<p data-path-to-node=\"85,2,0\"><b>Meilleur pour :<\/b> Large studios who are building a new, AAA-scale VR title and need a &#8220;SWAT team&#8221; of specialists to own the &#8220;hard problems&#8221; (locomotion, interaction, performance) from Day 1.<\/p>\n<\/li>\n<\/ul>\n<p data-path-to-node=\"86\">\u00a0<\/p>\n<h3><b>Conclusion: Your &#8220;Presence-Defining&#8221; Partner<\/b><\/h3>\n<p>\u00a0<\/p>\n<p data-path-to-node=\"87\">VR development is not just &#8220;harder&#8221; than flat-screen development; it is <i>different<\/i>. It is an entirely new art form that demands a new kind of studio.<\/p>\n<p data-path-to-node=\"88\">We are that studio. We are the &#8220;VR-natives.&#8221; We are the &#8220;presence&#8221; architects, the &#8220;physics-interaction&#8221; engineers, and the &#8220;performance-optimization&#8221; specialists. We are not here to &#8220;port&#8221; your game; we are here to <i>transport<\/i> your player.<\/p>\n<p data-path-to-node=\"89\">We invite you to schedule a &#8220;Presence Audit.&#8221; Send us your &#8220;flat&#8221; game build. We will send you back a 5-page report on <i>exactement<\/i> how we would re-imagine it to create a true, presence-defining VR classic.<\/p>","protected":false},"excerpt":{"rendered":"<p>The Premier VR Game Development &amp; Co-Development Studio for Immersive Worlds \u00a0 \u00a0 Introduction: The Architecture of &#8220;Presence&#8221; \u2013 Building [&hellip;]<\/p>","protected":false},"featured_media":22,"comment_status":"open","ping_status":"closed","template":"","meta":{"site-sidebar-layout":"default","site-content-layout":"","ast-site-content-layout":"default","site-content-style":"default","site-sidebar-style":"default","ast-global-header-display":"","ast-banner-title-visibility":"","ast-main-header-display":"","ast-hfb-above-header-display":"","ast-hfb-below-header-display":"","ast-hfb-mobile-header-display":"","site-post-title":"","ast-breadcrumbs-content":"","ast-featured-img":"","footer-sml-layout":"","ast-disable-related-posts":"","theme-transparent-header-meta":"","adv-header-id-meta":"","stick-header-meta":"","header-above-stick-meta":"","header-main-stick-meta":"","header-below-stick-meta":"","astra-migrate-meta-layouts":"default","ast-page-background-enabled":"default","ast-page-background-meta":{"desktop":{"background-color":"var(--ast-global-color-5)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"tablet":{"background-color":"","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"mobile":{"background-color":"","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""}},"ast-content-background-meta":{"desktop":{"background-color":"var(--ast-global-color-4)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"tablet":{"background-color":"var(--ast-global-color-4)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""},"mobile":{"background-color":"var(--ast-global-color-4)","background-image":"","background-repeat":"repeat","background-position":"center center","background-size":"auto","background-attachment":"scroll","background-type":"","background-media":"","overlay-type":"","overlay-color":"","overlay-opacity":"","overlay-gradient":""}}},"product_brand":[],"product_cat":[],"product_tag":[],"class_list":{"0":"post-892","1":"product","2":"type-product","3":"status-publish","4":"has-post-thumbnail","6":"desktop-align-left","7":"tablet-align-left","8":"mobile-align-left","10":"first","11":"instock","12":"shipping-taxable","13":"purchasable","14":"product-type-simple"},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>20+ Experts Game Programming Outsourcing Masters Team in Vienna - Full Service Solutions - Game Art Design Services | Game UX Specialists | UX UI for Gaming | Game Development Outsourcing<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/diamondcostcalculator.co.uk\/fr\/product\/20-experts-game-programming-outsourcing-masters-team-in-vienna-full-service-solutions\/\" \/>\n<meta property=\"og:locale\" content=\"fr_FR\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"20+ Experts Game Programming Outsourcing Masters Team in Vienna - Full Service Solutions - Game Art Design Services | Game UX Specialists | UX UI for Gaming | Game Development Outsourcing\" \/>\n<meta property=\"og:description\" content=\"The Premier VR Game Development &amp; 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