MED · Virtual reality
Walk it before
it exists.
Virtual reality is an environment rather than an object — somewhere a person stands, turns around and forms an opinion at their own height. That is a different build from a picture of the same place, and the difference is settled before anything is modeled.
MED · 07/09
- Route
- /media/vr
- Division
- Media
- Output
- 05
- Registers
- 04
- Status
- Productized
MED · 01
The walkthrough nobody could attend
Count the trips, the site visits and the review meetings your last project scheduled so a handful of people could see a space in person. Then count the changes that were asked for anyway, once somebody finally stood in the finished one. Walking it while it is still a drawing moves both of those conversations forward, and the second is the expensive half.
MED · 02
What we build
Environments, not scenes. A walkthrough has no chosen camera, so every corner has to survive being looked at — which is why the list is short and the work behind each line is not.
- Architectural walkthroughs
- Interiors + fit-out
- Showroom + product
- Environment design
- Real-time assets
MED · 03
Scale is the whole job
In a render we choose the eye. In virtual reality the viewer does, and they bring their own height with them. A ceiling that reads generous in a still can read low the moment somebody is standing under it, and a corridor a camera glides through is a corridor a person has to turn around in. Modeling to true dimension is the first decision, not a finishing pass.
MED · 04
Comfort is a build constraint
An environment that stutters is one nobody stays in long enough to judge, so the frame budget is a design input rather than a problem left for the end. Lighting is baked where it can be, geometry is built to that budget, and the viewer is never moved without asking to be. The environment itself is a file: it opens wherever the headset is.
Where we are, and where that does not matter.
All four divisions — media, marketing, development and cybersecurity — are offered across South Florida, New York and Los Angeles. The map is narrower than that on purpose: it marks where the standing roster is concentrated today, not where the work is allowed to happen.
The rest of media.
MED · 09 service areas
- CinematographyCommercial, documentary and narrative work, cut for the screen it will actually play on.
- PhotographyStills that hold up cropped to a square and printed at A1.
- DroneAerial coverage graded to match the ground footage. Not bolted on afterwards.
- Cinema roboticsMotion control for the move a human operator cannot repeat twice. Same pass, frame for frame, as often as the shot needs.
- 3D + animationModels, environments and animation built to render and ship, not to look good in a viewport.
- Augmented realityDigital elements placed into the real world, at true scale, on the device the viewer is already holding.
- Graphic designHierarchy first. The eye goes where we sent it, at any size.
- Multi-media productionMost jobs need more than one of the above. One lead scopes the shoot, the stills, the aerial and the cut as a single delivery.