DareDive

AR and VR experiences people step into.

We build augmented and virtual reality experiences for headsets, phones and the browser, with real-time 3D and spatial sound designed to work together from the first frame.

What we build.

Good XR is not a 3D model in a headset. It is presence: a world that responds, sounds right and runs smoothly enough that people forget the hardware. Our roots in music and sound make that response the centre of what we build.

VR experiences

Interactive worlds for standalone and PC headsets, from guided journeys to fully interactive spaces.

Mobile AR

Augmented reality on iOS and Android that places content in the real world, for products, campaigns and learning.

WebXR

AR and VR in the browser, with no app to install, so a link is all your audience needs.

Virtual concerts and music experiences

Performances, listening rooms and music worlds where visuals and sound respond to every beat.

Mixed reality for events and retail

Headset and screen-based experiences for launches, stalls and flagships that draw a crowd.

Visualisation and training

Walkthroughs, product demos and hands-on training in real time 3D.

How we work.

  1. Listen

    A short call to understand what people should hear, see and feel, and what success looks like for you.

  2. Prototype

    The core idea built first, rough but real, so you can hear it and try it early and decide with confidence.

  3. Build

    Engineering for the real world: performance, stability, every target platform and the polish people notice.

  4. Launch and support

    Release, installers or on-site setup, a clean handover and support after launch.

Who it is for.

Tools and formats.

Questions, answered.

Which devices do you build AR and VR for?

Standalone headsets such as Meta Quest, Apple Vision Pro, PC VR headsets, iOS and Android phones and tablets, and the web through WebXR.

Unreal Engine or Unity?

Both. We choose by what the experience needs: visual fidelity, target devices, team handover and budget. For the web we use WebXR and three.js.

Can people try the experience without installing an app?

Yes, with WebXR. It opens from a link or QR code on phones and headsets, which is ideal for campaigns and events.

Can you run a VR or AR setup at our event?

Yes. We design for real-world conditions: quick resets between visitors, hygiene, queues, and a version on a big screen so the crowd can watch.

Why choose a company with a music and sound background for XR?

Because sound does half the work of making a virtual space feel real. We design audio, interaction and visuals together instead of adding sound at the end.

Often paired with.

Related guides.

Tell us what you want to build.

Share a few lines about the idea, the timeline and where it will live. The founder reads every message and replies personally.

Or write to dibyendu@daredive.com