Every scenario is built with your practitioners, your language and your real situations, with psychological safety designed in from the opening workshop.
Before any build we apply the DICE test, from Stanford’s Jeremy Bailenson and the Virtual Human Interaction Lab: is practising this in real life Dangerous, Impossible, Counterproductive or Expensive? If the answer is no on all four, we say so, even when that means telling you not to buy VR, AR or AI from us. When it is the right tool, PTR builds in Unity and Unreal Engine for VR, AR and MR, WebXR for the browser, native mobile, and modern web and AI stacks.
HOW A PROJECT MOVES
Discovery, co-design, prototyping, testing, support. Scroll through them the way a project lives them: each stage takes the whole screen, with the room it happens in behind the word.
01 of 05
Discovery and consultation: Weeks one to four
We start with your goals, the people who will use the build and the technology that fits them. If practice in real life is not dangerous, impossible, counterproductive or expensive, we say so and stop here.
02 of 05
Co-design workshops: Weekly, with your team
Your practitioners shape the scenarios in their own language: an alignment session, a high-level concept, scripts, storyboards and agreed constraints. Lived experience sits at the table as an equal.
03 of 05
Prototyping and development: Months two to six
Environments, characters and features are built and rebuilt: draft builds, two to three feedback rounds, and short fortnightly check-ins so nothing drifts from the brief.
04 of 05
Testing and deployment: Before launch
The build goes to the people it is for, on the platforms they use, with the accessibility check done first. Then it ships with analytics and support built in.
05 of 05
Ongoing support: After launch, for as long as it runs
Guides and workbooks, a high-level review, and a team that stays with the experience as it changes, with clear approval and content-oversight accountability rather than a one-off sign-off.
The timeline
Discovery and design run for one to three months: weekly workshops that end in an alignment session, a concept, scripts, storyboards and agreed requirements. Development runs for three to six months: draft builds, feedback rounds, user-testing prototypes and fortnightly check-ins. Delivery brings the final product, guides and workbooks, then a review and ongoing support.
Co-design
Lived experience counts as much as professional expertise. The Central Coast Council program was co-designed with the Council’s Access and Inclusion Reference Group, and members of that group appear in the VR itself. Co-founder Leonie Sanderson, a facilitator qualified in psychology and communications, shapes and leads the workshops, weighing emotional impact against the risk of re-triggering the people taking part.

Want to see how this runs on your own project?
Governance
In a published article on VR in healthcare workforce training we set out the considerations we hold ourselves to on every project: privacy and data protection; ethical design, co-designing bias, trauma or discrimination scenarios with the affected groups; transparency about any embedded AI; informed consent with pre-briefing, debrief guidance and an opt-out; psychological safety with skilled facilitators; governance and evaluation with clear approval and content-oversight accountability.
The room
Before anything is built, the people who live the situation sit at the table and say what a hard day contains. A scene starts as a sketch, then as a rough version somebody can stand inside and argue with. Moving a wall at that point costs an afternoon; moving it after the scenario has been written around it costs the scenario.
The people the scene is about are in the room while that happens. They argue with the rough version, and the argument is what the build is made of.
Sign-off
Every build goes to the people it is for, on the platforms they use, with the accessibility check done before launch. Your client signs off on a room they have stood in, not a storyboard. Then it ships with analytics and support built in, and a team that stays with it as it changes.
Want to see how this runs on your own project?
The values behind the method, the years that shaped it, and the projects it produced.
Every scenario is built with your practitioners, your language and your real situations, with psychological safety designed in from the opening workshop.
Before any build we apply the DICE test, from Stanford’s Jeremy Bailenson and the Virtual Human Interaction Lab: is practising this in real life Dangerous, Impossible, Counterproductive or Expensive? If the answer is no on all four, we say so, even when that means telling you not to buy VR, AR or AI from us. When it is the right tool, PTR builds in Unity and Unreal Engine for VR, AR and MR, WebXR for the browser, native mobile, and modern web and AI stacks.
HOW A PROJECT MOVES
Discovery, co-design, prototyping, testing, support. Scroll through them the way a project lives them: each stage takes the whole screen, with the room it happens in behind the word.
01 of 05
Discovery and consultation: Weeks one to four
We start with your goals, the people who will use the build and the technology that fits them. If practice in real life is not dangerous, impossible, counterproductive or expensive, we say so and stop here.
02 of 05
Co-design workshops: Weekly, with your team
Your practitioners shape the scenarios in their own language: an alignment session, a high-level concept, scripts, storyboards and agreed constraints. Lived experience sits at the table as an equal.
03 of 05
Prototyping and development: Months two to six
Environments, characters and features are built and rebuilt: draft builds, two to three feedback rounds, and short fortnightly check-ins so nothing drifts from the brief.
04 of 05
Testing and deployment: Before launch
The build goes to the people it is for, on the platforms they use, with the accessibility check done first. Then it ships with analytics and support built in.
05 of 05
Ongoing support: After launch, for as long as it runs
Guides and workbooks, a high-level review, and a team that stays with the experience as it changes, with clear approval and content-oversight accountability rather than a one-off sign-off.
The timeline
Discovery and design run for one to three months: weekly workshops that end in an alignment session, a concept, scripts, storyboards and agreed requirements. Development runs for three to six months: draft builds, feedback rounds, user-testing prototypes and fortnightly check-ins. Delivery brings the final product, guides and workbooks, then a review and ongoing support.
Co-design
Lived experience counts as much as professional expertise. The Central Coast Council program was co-designed with the Council’s Access and Inclusion Reference Group, and members of that group appear in the VR itself. Co-founder Leonie Sanderson, a facilitator qualified in psychology and communications, shapes and leads the workshops, weighing emotional impact against the risk of re-triggering the people taking part.

Want to see how this runs on your own project?
Governance
In a published article on VR in healthcare workforce training we set out the considerations we hold ourselves to on every project: privacy and data protection; ethical design, co-designing bias, trauma or discrimination scenarios with the affected groups; transparency about any embedded AI; informed consent with pre-briefing, debrief guidance and an opt-out; psychological safety with skilled facilitators; governance and evaluation with clear approval and content-oversight accountability.
The room
Before anything is built, the people who live the situation sit at the table and say what a hard day contains. A scene starts as a sketch, then as a rough version somebody can stand inside and argue with. Moving a wall at that point costs an afternoon; moving it after the scenario has been written around it costs the scenario.
The people the scene is about are in the room while that happens. They argue with the rough version, and the argument is what the build is made of.
Sign-off
Every build goes to the people it is for, on the platforms they use, with the accessibility check done before launch. Your client signs off on a room they have stood in, not a storyboard. Then it ships with analytics and support built in, and a team that stays with it as it changes.
Want to see how this runs on your own project?
The values behind the method, the years that shaped it, and the projects it produced.