News & Blog

What's been happening?

Keep up to date with the latest studio and industry goings-on.

Xist free-roam VR
Insight 4th December 2019

Looking for the lighter option

Moving on from backpack PC-powered LBVR experiences

Byebye mobile phone VR
Insight 23rd October 2019

Mobile phone VR is dying out. Good.

Why the shift in direction by mobile manufacturers benefits both VR and AR

Insight 2nd October 2019

4D: increase the immersion

How ‘4D’ setups are making VR experiences more real

Insight 21st August 2019

Web AR

Is it worth it?

Insight 24th July 2019

The significance of Spark AR

What is Spark AR?

Insight 17th July 2019

Making space for sound design

Why audio can make or break your VR experience

Shaping meaning
Insight 27th June 2019

Shaping meaning

Understanding visual language when conceptualising 3D characters

top tips for interactive stories
Insight 5th June 2019

Top tips for interactive stories

How to plan out branching narratives for VR and 360

Insight 15th May 2019

Standalone VR

The search for a stand-out headset

Insight 12th March 2019

VR design principles

Useful user interface tips

Insight 20th February 2019

Virtual freedom

Free-roam destination VR is set to be big

how not to break the spell of VR
Insight 28th January 2019

Intuitive interaction

How not to break the spell of VR

Insight 12th November 2018

Unity or Unreal?

Choosing your game engine

Photos and lasers
Insight 5th October 2018

Photos and lasers

Getting a head start in 3D modelling

Insight 17th September 2018

The future of the virtual classroom

What does the future hold for VR in schools?

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Insight 2nd March 2018

VR's place in marketing

Marketing: in a world of short attention spans, VR offers something new

Insight 15th February 2018

Raising the AR game

What Apple’s ARKit update really means for brands

Insight 31st July 2017

The golden rules of AR

A few lessons we’ve learned when developing marker-based augmented reality experiences.

Insight, Interview 28th June 2017

Immersive’s Chief Mad Scientist

Steve Bjorck is the Head of Innovation (a.k.a our answer to MacGyver) here at Immersive.

Insight 30th May 2017

Telling compelling stories in 360

Telling compelling stories in 360 – how do we do it?