Step 03 · Build the Experience | NovaVR
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03 Step 03 · Design

We build the experience — not just the model.

A 3D asset isn't the deliverable — the experience built around it is. This is where we decide what someone actually does when they put the headset on, and design the interactions, environment and UI that make it click.

What gets designed here
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Interactions

Walk around, cut open, reconfigure, disassemble — mapped to a controller trigger, a hand gesture, or a single tap on desktop/mobile.

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Environment

A trade-show hall, a factory floor, an empty studio backdrop for a sales tablet, or your own branded showroom.

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UI & callouts

Hotspot labels, spec panels, live telemetry overlays — whatever turns "look at this machine" into "understand this machine."

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Program logic

For training builds: guided sequences, scoring, and safe failure states. For sales builds: a configurator and a lead-capture moment.

Sell
Virtual Showroom builds
Train
VR Training builds
Support
Remote Support & cutaway builds

What gets built around the machine

Interaction before decoration

The first question is what a visitor should be able to do — walk around it, open it, configure it, operate it — because that decides everything else. A showroom and a training course share a machine model and share almost nothing else.

Lit like a showroom, not a studio

A machine in a pool of hard light on a dark floor reads as considered; the same machine under flat ambient light reads as a CAD screenshot. Lighting is where a real-time scene stops looking like engineering software and starts looking like something you would show a customer.

A person for scale, always

Every scene carries a 1.75-metre figure beside the machine. Scale is the single thing a virtual showroom does better than photography, and a machine floating in empty space throws that away.

Reviewed while it is still cheap to change

You see the scene at two or three points during the build, in a browser, with no software to install. Changing a camera path or an interaction in week three costs a morning; changing it after handover costs a revision.

Common questions

How long does the build stage take?

Typically two to four weeks after the model is optimised, depending on how much interaction the experience carries. A static showroom is faster than a configurator with compatibility rules.

Can we review it before it is finished?

Yes, at two or three points, in an ordinary browser with nothing to install. Changes are far cheaper during the build than after handover.

Do you build for headsets or for browsers?

Both, from one build. The same project runs in a browser on a laptop or tablet and full-scale in a headset, with level-of-detail versions handling the performance difference.

Can we add machines later?

Yes, and they are substantially cheaper. The lighting, materials and interaction already exist — only the geometry changes — so additional machines in the same range typically run two to three weeks each.

Who writes the on-screen text?

You do, or we draft it and you correct it. The callouts that justify your price have to be in your language, not ours.

You stay in the loop

We share an interactive build link partway through, not just a final render — so you can walk through it yourself, flag anything off, and sign off before it ships to step 04.

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