Oacer Web Services
Interactive experiences

Worlds that hold their frame rate

Games and XR built in Unreal 5 and Unity — prototyped playable in four weeks, profiled on the hardware you actually ship to, and taken through platform certification by us.

60 FPS
Target held
4 weeks
To playable
6
Platforms shipped
35%
Accident drop, IndusForge
Game and XR character development in Unreal Engine 5 and Unity by Oacer Web Services

Profiled on target hardware, not a dev machine

What we build

Games, XR and simulation

Four categories, from commercial titles to enterprise training. The engineering discipline is the same; the success measure is not.

AAA Game Development

PC, console, and mobile game development with Nanite geometry, Lumen GI, and world-class visual fidelity.

VR / AR Experiences

Headset-native VR environments and WebAR activations for corporate training, real estate, and retail.

Multiplayer Netcode

Authoritative server architecture handling thousands of concurrent players with sub-50ms synchronization.

Corporate Gamification

Training simulations, onboarding games, and interactive product demos that boost engagement 3x.

Unreal Engine 5Unity 3DC++ / C#BlenderHavok PhysicsPhoton SDK
The decision

Unreal or Unity

Studios usually recommend whichever engine they staff. Here is the split by what you are actually making.

Unreal Engine 5
Choose for fidelity
AAA visual quality — Nanite geometry, Lumen global illuminationLarge open-world environments with heavy streamingHigh-end PC VR and architectural or product visualisationBlueprint prototyping alongside C++ for systems work
Unity
Choose for reach
Mobile titles where build size and thermals dominate2D games and stylised art directionsStandalone VR on Quest, where the hardware budget is tightFast XR prototypes and enterprise training simulations

We build in both, so the recommendation is not self-serving. If your title is mobile-first or Quest-native, Unity is usually right regardless of how good Unreal's renderer looks in a trailer.

Targets

Where it has to run

Each platform imposes its own performance floor and its own certification process. These constraints shape scope from day one.

PC
Steam · Epic

The widest reach and the least certification friction — usually where we recommend launching first.

Console
PlayStation · Xbox

Certification is a real project of its own. We manage submission, TRC/XR compliance and resubmission.

Mobile
iOS · Android

Thermal and battery limits shape the art budget far more aggressively than raw GPU capability does.

Standalone VR
Meta Quest

A fixed 72–90 FPS floor that cannot be missed — comfort, not preference, sets the performance target.

How we work

What game pitches leave out

If it is not fun grey-boxed, art will not save it. The prototype phase exists to test the core loop with placeholder cubes, before a rupee goes into assets. Studios that skip it discover the problem in month twelve, when the fix is no longer affordable.

VR has a comfort floor, not a performance preference. Below about 72 FPS on standalone headsets, users feel unwell — that is a hard constraint that dictates polygon budgets, lighting approach and scene complexity from the first week. It cannot be optimised in at the end.

Console certification is a project, not a formality. TRC and XR requirement lists are long, specific, and reject builds for things unrelated to whether the game is good. We budget certification time explicitly rather than treating it as a week at the end.

Enterprise XR is measured on behaviour change. A training simulation that people enjoy but that does not reduce incidents has failed. We instrument scoring and completion from the start so the client can prove the ROI internally — which is what gets the second project funded.

Build standard

Defaults on every title

Photorealistic Visuals

Nanite virtualized geometry and Lumen real-time GI in UE5 delivering film-quality real-time rendering.

Performance Optimized

Level-of-detail systems, occlusion culling, and GPU instancing ensuring 60fps on target hardware.

Cross-Platform

Single codebase building to PC, PlayStation, Xbox, iOS, Android, and Meta Quest simultaneously.

Anti-Cheat Ready

Server-side game state validation and Easy Anti-Cheat integration to keep competitive titles fair.

Process

Design doc to certification

01
Game Design Document

Defining mechanics, narrative structure, monetization model, and technical specifications in exhaustive detail.

02
Prototype & Validate

Building a playable core gameplay loop within 4 weeks to test the fundamental fun factor early.

03
Alpha Production

Full asset production, level design, audio integration, and gameplay systems engineering across all modes.

04
Beta & Launch

Closed beta with real player feedback, performance profiling, and platform certification submission.

In their words

Results from an XR rollout

Oacer built our VR safety training simulation for our industrial plants in just six months. It reduced workplace accidents by 35% in the first year — the ROI is genuinely extraordinary.

Rajesh IyerHead of HSE, IndusForge Heavy Industries
Engagement

How game projects are priced

Indicative ranges. Game budgets vary more than any other service we offer — scope, art volume and platform count drive almost all of it.

Prototype
Playable core loop
From ₹6,00,000 ≈ $7.2k / £5.7k

A grey-boxed, genuinely playable vertical slice built to answer one question honestly: is this fun?

Game design document
Playable core loop in ~4 weeks
One target platform
Written go / no-go assessment
Full production
Game or XR title
₹25L – ₹1.2Cr+ ≈ $30k – $145k+

Full production: art, levels, audio, systems, multiplayer where needed, and platform certification.

Complete asset & level production
Multiplayer netcode if in scope
Performance profiling on target
Store / platform certification
Enterprise XR
Training simulation
From ₹12,00,000 ≈ $14.5k / £11.5k

Bespoke VR training for industrial safety, medical or field scenarios, with scoring and completion reporting.

Scenario design with your SMEs
Quest / Vive / PC VR build
Trainee scoring & analytics
LMS integration available
Where we work

Six markets, local compliance

Age rating, localisation and store compliance differ by territory and are handled per market.

India

Hyderabad studio. Enterprise VR training for industrial clients is our largest category here.

United States

Console certification experience with US publishers, plus overlap held through US mornings.

United Kingdom

Age-rating guidance for PEGI submissions and UK-compliant in-app purchase disclosure.

UAE

Arabic localisation including RTL interface work, and content review against local rating requirements.

Australia

Near-full working-day overlap with IST — straightforward for weekly playtest reviews.

New Zealand

Async delivery with a downloadable build each sprint, so playtesting does not need a scheduled call.

FAQ

Game & XR development questions

Unity excels for mobile games, 2D, and quick XR prototypes. Unreal Engine 5 is the choice for AAA visual fidelity, open-world environments, and high-end VR/AR. We recommend the optimal choice based on your gameplay and platform targets.

Next step

Start with the playable prototype

Send the concept and the platform you have in mind. Four weeks later you'll have something you can actually play — and an honest read on whether it's worth building.

Typical reply within one business day · we will tell you if the prototype does not work