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.
Real-time 3D that is more than a demo: connected to your device, tuned to your frame budget, and documented for hand-off.
Architectural, automotive, and product visualization with Nanite-grade detail and physically based lighting via Lumen.
Automotive and industrial HMI, in-cabin UI, and operator dashboards driven by live signals from the hardware.
A live 3D twin fed by device telemetry over Live Link and APIs, for monitoring, training, and what-if simulation.
Quest, Vision Pro, and mobile AR experiences, plus interactive Unreal sessions streamed from a GPU cloud to any browser, no install.
Four stages, engineered around your target frame budget and the platforms that matter to you. Each stage closes with a review you sign off.
Reference, lighting style, and a fidelity target locked. Lookdev pass on a single hero asset before scaling out.
Nanite mesh prep, Lumen lighting, materials, and level layout tuned for the target hardware budget.
Blueprints and C++ for interaction, telemetry hooks, and external API calls. Live Link for real-time device data feeds.
Standalone builds, XR builds, or Pixel Streaming on cloud GPU instances. Hand-off includes source and build-pipeline docs.
Where Unreal fits in a hardware program, and what you actually receive at hand-off.
| Use case | What you receive |
|---|---|
| Product & industrial visualization | Photoreal renders, turntables, and an interactive real-time viewer |
| Automotive / industrial HMI | In-cabin or operator HMI prototype driven by live signal data |
| Digital twin | Live 3D twin over Live Link + APIs, with telemetry overlays and alerts |
| Simulation & training | Interactive scenario build with physics, logic, and what-if controls |
| AR / VR | Quest, Vision Pro, or mobile AR build via OpenXR, tuned per device |
| Cloud demo | Pixel Streaming session on a cloud GPU, one browser link, zero install |
Versions, scope, and what to expect when you start an Unreal project with Jaycon.
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.
Yes. nDisplay, Live Link with camera tracking, and integrations with Aximmetry and Disguise are part of our virtual-production toolkit.
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.
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.
From product design and rapid prototyping to precision injection molding and circuit board manufacturing.
We take your idea from sketch to working prototype, with a team that handles both the look and the engineering.
Explore service →Custom PCB design and assembly, reviewed by engineers before production so nothing gets built twice.
Explore service →Get a physical part in your hands fast. We use the right technology for your design so you can test and move forward.
Explore service →When you are ready to scale, we handle the tooling and run production so you can focus on your business.
Explore service →