Home/Unreal Engine

Unreal Engine for high-fidelity hardware.

★★★★★ 4.9 Rated on Google Inc. 5000 honoree · ISO 9001:2015

Photoreal visualization, HMI, digital twins, simulation, and AR/VR built on Unreal Engine 5 and wired to real device data. We are not an Epic partner, we are the team that uses Unreal to make your hardware come alive on screen, in a headset, or streamed to any browser.

  • Photoreal 3D visualization
  • HMI and live dashboards
  • Digital twins on device data
  • AR / VR and Pixel Streaming
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Certifications & Awards ISO 9001:2015 THEA Award Inc. 5000 Growth Badge
What we deliver

Unreal capabilities, built for hardware.

Real-time 3D that is more than a demo: connected to your device, tuned to your frame budget, and documented for hand-off.

Photoreal 3D visualization

Architectural, automotive, and product visualization with Nanite-grade detail and physically based lighting via Lumen.

HMI & live dashboards

Automotive and industrial HMI, in-cabin UI, and operator dashboards driven by live signals from the hardware.

Digital twin & simulation

A live 3D twin fed by device telemetry over Live Link and APIs, for monitoring, training, and what-if simulation.

AR / VR & Pixel Streaming

Quest, Vision Pro, and mobile AR experiences, plus interactive Unreal sessions streamed from a GPU cloud to any browser, no install.

How we work

From brief to streamable build.

Four stages, engineered around your target frame budget and the platforms that matter to you. Each stage closes with a review you sign off.

01

Scope & lookdev

Reference, lighting style, and a fidelity target locked. Lookdev pass on a single hero asset before scaling out.

1–2 weeks
02

Asset & level build

Nanite mesh prep, Lumen lighting, materials, and level layout tuned for the target hardware budget.

4–8 weeks
03

Logic & integration

Blueprints and C++ for interaction, telemetry hooks, and external API calls. Live Link for real-time device data feeds.

2–6 weeks
04

Package & deploy

Standalone builds, XR builds, or Pixel Streaming on cloud GPU instances. Hand-off includes source and build-pipeline docs.

1–3 weeks
Use cases

A use case, a concrete deliverable.

Where Unreal fits in a hardware program, and what you actually receive at hand-off.

Use caseWhat you receive
Product & industrial visualizationPhotoreal renders, turntables, and an interactive real-time viewer
Automotive / industrial HMIIn-cabin or operator HMI prototype driven by live signal data
Digital twinLive 3D twin over Live Link + APIs, with telemetry overlays and alerts
Simulation & trainingInteractive scenario build with physics, logic, and what-if controls
AR / VRQuest, Vision Pro, or mobile AR build via OpenXR, tuned per device
Cloud demoPixel Streaming session on a cloud GPU, one browser link, zero install
FAQ

Common questions about Unreal Engine.

Versions, scope, and what to expect when you start an Unreal project with Jaycon.

What Unreal versions do you ship on?

Unreal Engine 5.3 and newer. We use Nanite for mesh detail, Lumen for global illumination, and Chaos for physics on every project unless the target platform forces otherwise.

Can you do virtual production with LED volumes?

Yes. nDisplay, Live Link with camera tracking, and integrations with Aximmetry and Disguise are part of our virtual-production toolkit.

How does Pixel Streaming work for our team?

We deploy Unreal on a cloud GPU instance (AWS g5 or Azure equivalent) and stream the rendered frames to a browser. End users get a high-fidelity interactive session with zero install.

Can you build Unreal apps for Vision Pro or Quest?

Yes. Apple Vision Pro via the Unreal Vision Pro framework and Quest 2/3/Pro via OpenXR. Performance tuning for each device is part of the build.

Ready to build in Unreal?

Send your reference and target platform and we'll scope a fidelity-first build.

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