blendxr
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Pipeline Hazard Simulations

Hyper realistic virtual reality simulations for risk-reduction & behavior training at Energy, Oil & Gas Plants.

Trusted industry partners
Leading R1 Universities in the U.S. Fortune 500 Construction (Top 5 - ENR 2025)
The problem

Why most VR projects stall.

Two ways an XR build goes sideways. We've been hired to fix both.

Demos that never become a build

A prototype that runs once, on the laptop in the room, and nowhere else.
No scene model (every new feature means rebuilding the world from scratch).
Six months in, still no answer to "how does this ship", no test on the device.

Builds that won't scale

Frame rate falls off a cliff the moment the real geometry lands, it seems like the hardware failed you.
Locked to one vendor or engineer's engine, so a device change means a full rewrite.
No source, no run-book for up-keeping (the agency leaves and the project freezes).
The studio

Transform safety training with immersive XR

See how VR simulations reduce incidents, increase on-site safety assessments, and build lasting hazard recognition across your teams in construction, utility, and safety-critical operations.

6
Projects shipped
since 2024
60
days quickest streak
for end-to end VR
training module
1
consistent PM across
each subject matter
expert and client team
Book a call to view case studies
Rigging in VR · Training Scenario
Comparison

Big XR shop vs.
a dedicated studio.

blendxr
Hands-on senior team on every project
Engine-agnostic (we ship on your runtime)
Three projects each quarter, at max
Source code & Run-book belongs to you
Traditional XR shop
Junior staff on day-to-day delivery
Locked to their platform & tooling
20+ clients, little real attention
You have no ownership to the code
Testimonials

Trusted by the teams
who hired us.

★★★★★

"blendxr wrote a memo in week two that talked us out of the project we hired them for, and into the one we actually needed. The new one shipped, on budget. The old one would not have."

MO

M. Ostrovska

VP Product ·

★★★★★

"They held 18,000 m² of assembly-line geometry at 90 fps on a Quest 3 with no streaming server. Our internal team had told us that wasn't possible."

DK

D. Kessler

Head of Eng ·

★★★★★

"A binary on our devices at the end of every single sprint. No sizzle reels, no 'it'll be ready next week.' Just the build, running, every Friday."

RA

R. Almeida

Director ·

★★★★★

"We moved from Unity to WebXR mid-project. The scene model survived the switch untouched. That alone paid for the engagement."

TF

T. Fenwick

CTO · Prism Co.

★★★★★

"Four people, and every one of them had built the thing they were talking about. The clearest written handoff we've ever received from a vendor."

SØ

S. Ødegaard

Founder · øre studio

★★★★★

"They told us in the first call that one of our requirements would tank performance. They were right, and they'd already designed around it."

LC

L. Carver

Product Lead · Folio Labs

Ready when you are

Steps to your build.

Explore how VR simulations can reduce risk, increase safety compliance, and accelerate training effectiveness across your organization.
Purpose-built VR and XR simulations for construction, utility, and safety-critical training. Designing immersive learning that retains.

Book a free call to begin
01

Discovery call

Book a 20-minute call to map the problem and decide together whether it's worth building. You can also start by emailing us or our founder at vedika@blendxr.online

02

Architecture audit

We review your scope, scene model runtime and constraints, then send a written memo you keep.

03

Build & ship

Selective custom XR development. Specialists in construction rigging, safety and hazard recognition, procedure training, engineering or utility plant operations, and equipment operations.

Ready to scale smarter?

Book a free call.

A short, no-pressure conversation about the spatial problem you're trying to solve. Pick a time that works.

blendxr

Case Study Call

20 min
Video link sent on confirmation
San Francisco. CA. US
June 2026
MonTueWedThuFriSatSun
Select a date
Answered

Frequently asked questions

XR and spatial-computing products that need to actually ship — industrial training, cultural walkthroughs, health and rehab, architectural review, retail. If it has to run on a real device for real users, it's in scope. If you're not sure, book a call and we'll tell you straight.
Every project breaks into four phases: pre-build, scene model, production build, and handoff. Each ends with a written artefact you keep — a memo, a scene config, a production binary with source, a runbook. You can pause or stop between any of them.
We take only three projects each quarter, everyone on team codes. We commit to your runtime instead of locking you to ours. No junior account managers, no platform fees, no quiet billing creep.
Fixed scope, fixed fee. Pre-build starts at $18,000 over two weeks; production builds run from $96,000. Advisory is a day rate. We don't bundle, retain, or pad estimates — you get a written scope before anything starts.
Yes. Unity, WebXR, visionOS, Quest, iOS, Android, Unreal, Godot — or your own renderer. We've integrated into seven engines this year alone and work inside your repo with your conventions.
No. The relationship ends when the work ends. There's an optional 90-day post-launch SLA, but it's never the default — and there's no retainer locking you in.