TECHNICAL ART STUDIO · LBVR

Technical art for Location-Based VR, end to end.

OneBatch covers the whole project: technical architecture from the first commit, scene creation, custom shaders and effects, and the optimization that decides whether the experience survives a room full of people for hours.

01Technical architecture
02Scene & 3D art
03Shaders & VFX
04Optimization
§ 01 — Scope

One technical point of contact, six fronts covered

Most LBVR projects split art, shaders, optimization and technical support across several people. OneBatch brings them under a single point of responsibility.

01

Technical architecture

Project structure, asset pipeline, version control and conventions from commit zero.

02

Scene creation

Spatial blocking, dressing, lighting and composition designed for area tracking and real physical walkthroughs.

03

Shaders & VFX

Custom shaders and effect systems that carry the narrative without breaking the framerate in a shared headset.

04

Optimization

Profiling, draw call batching, LODs and performance budgets calibrated for standalone hardware.

05

LBVR-specific

Multi-user tracking calibration, network sync and physical safety zones on site.

06

Technical direction

From the first feasibility meeting to the last build before opening, with a single point of contact.

§ 02 — Selection

Recent projects

A look at three common types of engagement. Full detail — challenge, build and result — lives on the projects page.

§ 03 — Method

How an LBVR project gets built without surprises

01

Feasibility

Technical audit of the space, hardware and goal before committing a single line of code.

02

Prototype

Playable vertical slice in the final engine, in the final room if possible.

03

Production

Scene, shaders and systems built in parallel with performance checkpoints.

04

Optimization

A dedicated profiling and tuning pass on target hardware, not the dev workstation.

05

On-site setup

Installation, tracking calibration and technical support through the first real sessions.

§ 04 — Own pipeline

Tools built to solve this faster

Beyond project work, OneBatch develops internal pipeline and optimization tools. Some are shared with client teams.

Batch Inspector

Internal

Real-time overlay of draw calls and batching per scene.

Unity EditorC#

Scene Rig

Internal

Area-tracking scene scaffolding from a single prefab.

UnityOpenXR

Shader Kit / LBVR

In client use

Shaders calibrated by instruction budget and hardware tier.

HLSLShader Graph
See all tools

Have an LBVR project in the works?

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