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IN DEVELOPMENT

Work & technology

Vaingel Immersive Otherworlds develops VR worlds for stories about human nature, including the darker motives that shape how people act. We connect environments, characters and objects to create experiences with meaning.

Types of work

Neighborhoods
Cities, towns and rural communities, with streets, gathering places and quieter spaces. The way a place is arranged shapes who meets, what is seen and what stays hidden.
Buildings & interiors
Homes, shops, public spaces and private rooms. Architecture, materials and the details of daily life give each place a history and a role in the story.
Characters
People with intentions, habits and contradictions. Some act with care, some cause harm, and others carry both. What they show can differ from what drives them.
Nature
Landscapes, vegetation, weather and changing light. Familiar countryside, altered ecologies and impossible environments can each shape the experience differently.
Objects & possessions
Furniture, clothing, tools and personal belongings, chosen for how they are used and what they reveal about the people around them.
Styles & world rules
Worlds with different visual styles, physical laws and social rules. From the familiar to the surreal, the way a world behaves is part of the story.

Stories about human nature

Our stories explore good and evil, vices and virtues, and the intentions people keep hidden. Meaning comes from how characters, places and events connect, and how their context changes what we understand.

By semantic learning, we mean understanding through experience: following a story, noticing its context and making sense of its consequences. These worlds and the stories within them are in development.

Building from shared worlds

We build environments, objects and character systems to be reused and connected across stories. That lets us develop new situations without rebuilding every world, reducing the work and cost of creating detailed virtual experiences.

Technology & development targets

Current tools and development targets
Scene creationBlender for environments, characters and animation. Cycles and an RTX 4090 for the current scene bakes and rendered views.
VR prototypesUnity and WebXR for the connected world and its interactions.
PC VR targetsGeForce RTX 5090 — 32 GB. RTX PRO 6000 Blackwell — 96 GB. Targets for developing richer scenes and experiences.
Meta QuestEarly work in smaller iterations alongside the more detailed PC work. On-headset performance testing is still ahead.
This websiteThree.js with smaller desktop and mobile models, compressed textures and rendered fallback views. No headset or workstation GPU is needed to browse.

These are development targets. Minimum system requirements and headset compatibility will be published after testing the relevant builds.

GPU specifications: RTX 5090 specifications · RTX PRO 6000 specifications