A build handed over on site, in the room where the work happens.

FAST BUILDS

Prove the idea before you commit to the full build.

Bring the problem, the people who will use it and the decision the build has to support. Within a fortnight it is in their hands, and the decision gets made on something real.

2 business days

Rapid prototype: for a tightly scoped idea, the first working version is ready to hand to someone.

Around 8 weeks

Full build: an estimate for a typical project. Complexity decides, and work that keeps going runs longer.

Tell us what you're working on.

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WHAT WE BUILD

Every kind of build, in your hands within a fortnight

Each one starts as a working prototype, not a proposal. Pick the kind of build closest to your problem, and the first version is with the people who need it before the month is out.

Try the browser demos to see what a finished one feels like: a hand-tracked game, a full-body gesture wall, an AR business card and a 360 environment viewer.

Two people review a web build as floating panels in a city-view office. A rapid prototyping scenario for fast builds.

WEB

A page people can use by Friday.

Landing pages, portals and small tools that prove an idea in a browser before anyone commits to the full build.

See web builds
A woodworker checks a phone build at the bench, mid-job. A rapid prototyping scenario for fast builds.

MOBILE

The build in someone's hand.

iOS and Android apps, mobile web and AR experiences that open on the phone already in the pocket, tested in the workshop, waiting room or classroom they are for.

See mobile builds
A player walks a corridor of giant building blocks with a floating panel ahead. A rapid prototyping scenario for fast builds.

GAMES

Play the rules instead of reading them.

Playable prototypes that make a mechanic, a score and a decision real in days.

See game builds
Two colleagues test an AI build in an open office, a response panel floating between them. A rapid prototyping scenario for fast builds.

AI

A conversation that answers back.

Assistants, digital twins and practice partners built on approved material and tried by real users in week one.

See AI builds
A person stands beside a glowing ring in a room, a floating panel at hand. A rapid prototyping scenario for fast builds.

XR

A room you can stand in.

Headset scenes and spatial interfaces blocked out and walked through before production begins.

See XR builds
A panoramic view inside a graffiti-covered shelter, a 360 environment that can be looked around in a browser or a headset.

360

A place you can look around.

Panoramic scenes for a browser tab or a headset: a ward, a depot, a street, so someone stands in the room before the room exists.

See 360 builds
Two people test exhibits in an expo space, an event activation seen from inside it.

EVENTS

Something a crowd can walk up and use.

Stands, stages and foyers get an experience people queue for: a headset moment, a screen they can drive, a game with a leaderboard, tested on the floor it will run on.

See event builds
One vertical slice of a build reviewed on a laptop, the whole path working end to end.

CUSTOM

The build nobody has a template for.

A one-off problem, a working answer inside a fortnight, one slice cut all the way through so the decision is made on something real.

See custom builds
A player reaches toward floating forms. A rapid prototyping scenario for fast builds, from idea to working product.

COMPUTER VISION

A camera that answers what it sees.

Pose and movement tracking, visual review, camera-based interaction and hand tracking in a headset, tried by real people in the real room.

See computer vision builds

TALK TO THE TEAM

Schedule an intro call with our team

Thirty minutes with Simon to scope the build, the timeline and who needs to be in the room.

Schedule an Intro Call Contact form

Carked It!, built the Fast Builds way

PTR’s founders, Simon Lowe and Leonie Sanderson, made Carked It!, a card game about life, death and beyond, through their company The Ageing Revolution.

It was played with real people, rewritten from their notes, then put on sale.

The Carked It! story

What a fortnight of building looks like

Three builds on the go at once, each at a different stage. A prototype is judged beside the others on the table, which is how the good ones get picked.

Immersive prototype build: putting on a VR headset
Immersive prototype build: putting on a VR headset
Interactive XR prototype, a reflection mirrored back at its wearer
Interactive XR prototype, a reflection mirrored back at its wearer
Hospital training scenario, working build in motion
Hospital training scenario, working build in motion

HOW A BUILD HAPPENS

What happens in a build, and in what order?

Brief, build, test, refine, ship. Scroll through a fortnight the way a customer lives it: each step takes the whole screen, with the room it happens in behind the word.

A workshop table where a team works out what the build has to prove. Step 01 of five, Brief: Day one. A studio shell taking shape on screen while the build goes together. Step 02 of five, Build: Days two to ten. A device build tested in a clinic by the people who will use it. Step 03 of five, Test: End of week two. An accessible desk setup where the build is reworked after testing. Step 04 of five, Refine: The week after. A finished build handed over to the team that will run it. Step 05 of five, Ship: Around eight weeks for a full build, depending on complexity.
  1. BRIEF
  2. BUILD
  3. TEST
  4. REFINE
  5. SHIP

01 of 05

BRIEF

Day one

You bring the problem, the people who will use it and the decision it has to support. Together we write the one-page brief and agree what a working version has to do.

02 of 05

BUILD

Days two to ten

The brief becomes something that runs: a page, a phone screen, a scene or a conversation you can hand to someone.

03 of 05

TEST

End of week two

The build goes to the people it is for. We watch what they do with it, not what they say about it.

04 of 05

REFINE

The week after

What people struggled with gets rebuilt and what they ignored gets cut. Every change traces back to something we saw in the test.

05 of 05

SHIP

Around eight weeks for a full build, depending on complexity

The build goes live where it will be used, with the people who tested it already knowing their way around it.

HALFWAY, AND FINISHED

A build looks unfinished right up until it is not

In the middle of a fortnight the work is still in pieces on purpose. At the end it stops moving, because your own people have run it and it held.

Glowing panels and a spray of small fragments drift together into one form in a dark studio.
A build still coming together.

Week one is meant to look like this

Parts arrive out of order, get tried in front of people and get thrown away. What a client is buying in that week is the speed of being wrong early, because every version that does not work rules something out.

A single stack of overlapping glowing panels stands still in a dark studio, reflected in the floor beneath it.
The same build, finished and still.

Then it stops changing, and that is the signal

The version that ships is the one that stopped needing edits because the people it is for kept using it anyway. From there the decision gets made on the build itself, not on a proposal about one.

WHAT WORKING WITH US LOOKS LIKE

Your first fortnight, and what you walk away with

You do not need a specification, a supplier panel or a quarter of lead time. You need the problem, the people who live with it and the decision the build has to support. What happens next, in the order it happens.

A standup in front of a sticky-note wall where the brief takes shape.
The brief, written with you on day one.

DAY ONE

You bring the problem. We write the brief together.

One meeting. You describe the situation, who has to deal with it and what a good outcome looks like. We turn that into a one-page brief: what the build has to prove, who will use it, and what "working" means.

No specification to write first. If you can describe the moment that goes wrong, we can start.

A tablet build passed across a workshop table.
A working version, handed over, not presented.

DAYS TWO TO TEN

Something you can hold, not something you have to imagine.

A web page you can open, a phone build you can hand to a colleague, a scene you can stand in or a conversation that answers back. The first working version exists before the second week starts.

You see it as it grows, not at the end.

"It's kind of like being in a big prototyping sandpit. We're also really lucky that the extended reality (XR) community in Australia is so advanced and supportive."

Leonie Sanderson, co-founder of People Tech Revolution, seated at a table with her phone in hand.Leonie Sanderson
Co-founder, People Tech Revolution, on building from Australia. Startup Spotlight, Aerospace Xelerated, 2023

Feedback cards sorted on a table after a test session.
Feedback sorted into the next round of work.

END OF WEEK TWO

Your people use it while we watch.

The build goes in front of the people it is for: staff, students, customers, a room at an event. We watch what they do with it, not what they say about it, and write down what stops them.

You get the findings the same day, in plain language, with the build still in your hands.

Three colleagues review a build together on a large screen.
A review of what the test showed.

THE WEEK AFTER

We rebuild what people struggled with and cut what they ignored.

Every change traces back to something we saw in the test. You approve the list, we ship the changes, and the next test runs against the new version.

No surprises and no scope drift: the brief and the test notes decide what gets built.

An accessibility check on a mobile build before launch.
Checked with the people who need it most.

AROUND EIGHT WEEKS

It ships where it will be used.

A browser tab, an app store, a headset library or a stand at an event. The accessibility check happens before launch, and the people who tested it already know their way around.

The full build lands inside eight working weeks, with the prototype still doing its job while the rest is finished.

A finished device build reviewed on a pedestal display.
The handover to the people who tested it.

WHAT CHANGES FOR YOU

Decisions get made on a working build, not on a proposal about one.

Fewer meetings about the idea and more time with the thing itself. The people who will run it have already used it. The budget conversation happens with evidence on the table.

If the idea does not hold up, you find out in a fortnight for the cost of a prototype, not at the end of a full build.

What you leave with

Not a deck, not a proposal, not a quote for a quarter of work: a working build your own people have already used, and a clear answer on whether to go further.

A colleague hands a working phone build across the table to the person who asked for it. A rapid prototyping scenario for fast builds.
The handover: a build in someone else's hand.

Leave with a working build, not a deck.

Two weeks in, you have something to hand a colleague, open on a phone, or put in front of a customer. Decisions get made on the build, not on a slide about it.

Talk to us about a build

Phones and tablets, tried where they will be used

A waiting room, a classroom, an office, a trail. The build is only tested once it has been used there.

The tablet check-in, tried in the waiting room it is for. A rapid prototyping scenario for fast builds, from idea to working product.
The tablet check-in, tried in the waiting room.
The classroom map, tested from a student's desk. A rapid prototyping scenario for fast builds, from idea to working product.
The classroom map, tested from a student's desk.
The office model, checked between the desks it maps. A rapid prototyping scenario for fast builds, from idea to working product.
The office model, checked between the desks.
The trail guide, opened on the trail. A rapid prototyping scenario for fast builds, from idea to working product.
The trail guide, opened on the trail.

FULL SCALE, FIRST

Stand inside it before anyone cuts material

Walk the kitchen before the joiner starts. Stand on the stage set before a flat is built. Turn the speaker enclosure over before it prints. At full scale a wrong dimension shows in a minute, and it is fixed by hand.

The kitchen form, shaped by hand in the headset. A rapid prototyping scenario for fast builds, from idea to working product.
The kitchen form, shaped by hand first.
The stage set, blocked out in the headset before a single flat is built. A rapid prototyping scenario for fast builds, from idea to working product.
The stage set, blocked out in the headset.
The audio enclosure, turned over before it is printed in the headset. A rapid prototyping scenario for fast builds, from idea to working product.
The audio enclosure, turned over before printing.

HOW WE BUILD

Built in the engines the work needs

PTR builds in Unity and Unreal Engine for VR, AR and MR, WebXR for experiences that open in a browser, native mobile for the phone in the pocket, and modern web and AI stacks for everything around them. The device and the room decide the engine.

Artists smooth bands around a shoulder. A VR training scenario for immersive training and roleplay.
Artists smooth bands around a shoulder.
Developers compare matching figures side by side. A rapid prototyping scenario for fast builds, from idea to working product.
Developers compare matching figures side by side.
Builders stand among desktop stations. A rapid prototyping scenario for fast builds, from idea to working product.
Builders stand among desktop stations.

Questions buyers ask

What do buyers ask before a fast build?

Short answers, each with a link to the full answer.

A working build checked on laptop and tablet.
A working build checked on laptop and tablet.

What can a prototype prove?

A tightly scoped idea becomes a working version someone can use: a page, a phone screen, a scene or a conversation. The brief names who it is for, what they must be able to do and what would count as proof, and the decision is made on what people did with it. Rapid custom builds covers the shapes it takes.

A team works around a table of models.
A team works around a table of models.

What do we need to bring?

The problem, the people who will use it and the decision the build has to support. The brief also names what cannot change: the devices in the room, the systems it has to talk to and the date it is needed by. There is no specification to write beforehand. Rapid custom builds covers what you bring and what you get.

A builder presents an AI prototype for review. An AI roleplay scenario for custom AI experiences.
A builder hands over the prototype for review.

Who owns what at the end of a build?

PTR’s published Terms of Service say you retain rights in content you provide, and PTR and its licensors own the services, software, designs, documentation, brands and underlying technology; third-party assets remain subject to their licences. Enterprise terms, order forms or signed agreements control where they conflict, and ownership sits in the agreement for each build. Read the Terms of Service.

A man in a headset gestures as a colleague adjusts a monitor beside him.
Adjusting a build while it is worn.

What happens after launch?

Testing and deployment prepare a build for its platforms, with analytics and support included, and ongoing support lets it evolve after launch as its owner learns what people do with it. The accessibility check happens before launch. Our approach covers each stage, from discovery and co-design to ongoing support.

A man in a headset gestures in front of a wall-sized soft-gradient screen while a colleague in a blue shirt watches from beside him.
A headset scene rehearsed before a large screen.

Can a fast build be VR, AR or MR?

PTR builds in Unity and Unreal Engine for VR, AR and MR, and in WebXR for experiences that open in a browser. Headset scenes and spatial interfaces are blocked out and walked through by the people who will use them before production begins. XR builds walks through how a build runs.

A web build checked across several screens.
A web build checked across several screens.

Can people use it without installing anything?

Web builds open from a link on desktop or mobile with no download, and WebXR opens a scene in a browser without an install. The PTR Labs demos show what that feels like: a hand-tracked game, a full-body gesture wall, an AR business card and a 360 environment viewer. Web experiences covers browser builds.

Designer and developer at side-by-side desks.
Designer and developer at side-by-side desks.

Is a fast build right for every problem?

A fast build trades some scope for speed, so it suits a well-defined problem. When the brief is still being worked out, or the build has to integrate closely with existing systems and content, a longer engagement with more co-design is the better fit. Rapid custom builds covers the difference.

Bring us the brief. See what a fortnight does with it.

Open the contact form
LABS DEMOS

Try what we're building.

Explore working demonstrations of immersive training, XR, AI and interactive experiences for healthcare, education, government and enterprise.

Explore Labs Demos ↗
The PRACTICE lane on PTR Labs Demos: three of its roleplay characters shown one after another in cinematic office settings, a golden-hour boardroom, a customer lounge and a dusk meeting room
PRACTICE
The PLAY lane on PTR Labs Demos: a slow moving view through three environments from the 360 Immersive Experience, a museum hall, a hospital room and a modern waterfront, animated from the experience's real 360 scenes
PLAY
The CREATE lane on PTR Labs Demos: a chibi character modelled on PTR's co-founder runs toward the camera through Scope Creep Sprint's world, leaping an office chair and a jammed printer
CREATE
The CONNECT lane: a six-person video call grid bringing a distributed organisation together, among them a woman using a wheelchair and a man dialling in from a greenhouse
CONNECT
The CONSULT lane: Simon leads an adaptive AI consultation, talking a client through a tailored recommendation shown on a tablet between them
CONSULT
The COLLABORATE lane: Leonie leads a co-design workshop at a whiteboard, mapping ideas with sticky notes while the group gathers around her
COLLABORATE
AI STUDIO DEMOS

Build and manage AI for your organisation.

See applied AI in action. Explore demos of digital twins, adaptive AI consultation and collaborative AI tools.

Explore AI Studio Demos ↗
WHAT CLIENTS SAY
Keia Hobbs, MD
PTR demonstrated a profound understanding of the intricacies of human behaviour, crucial in crafting meaningful and impactful experiences. I wholeheartedly endorse PTR and their commitment to creating impactful experiences.
Keia Hobbs, MD
Assistant Dean of Graduate Medical Education, University of Illinois Chicago
Martine McCash
Over the past six months, XRHealth Australia has worked closely with People Tech Revolution to co-design innovative immersive applications... supporting workplace mental health and recovery in the transport industry. Simon and his team have been exceptional collaborators: creative, responsive and genuinely committed to human-centred design. Their ability to understand clinical and operational needs and translate complex ideas into safe, realistic VR environments has made the partnership both productive and enjoyable. Together, we are developing practical, evidence-informed tools that build confidence, resilience and coping strategies through structured, real-world scenarios. I highly recommend People Tech Revolution as a trusted technology partner.
Martine McCash
Vice President - Services, XRHealth Australia
Sally Wagnon
From the initial concept discussions to the final execution, PTR demonstrated a commitment to guiding us through what was completely new territory. Their approach was structured and transparent and they always let us know what was achievable given the timeframe and budget.
Sally Wagnon
Senior Campaign Manager, 89 Degrees East
Nic Barry
I don't think role plays will ever cut it again in this space. Participants are able to empathise and discuss the experiences... with detail that just wouldn't be possible without actually experiencing it themselves.
Nic Barry
Digital Learning & Organisational Capability, Domain Group
Rhonda Brighton-Hall
They jump back, step away, they gasp, they try to find their voice, they ask to be included and when dismissed, they physically shrink. And when they can't do any of those things, the learning sticks and the real conversations begin.
Rhonda Brighton-Hall
CEO, MWAH - Making Work Human Again
Sean Hunter
Working with the PTR team has been great and I look forward to continuing the relationship and developing more VR training.
Sean Hunter
Director of Systems Transformation, Mater and Mater Education
Christine Mudavanhu
We work together with People Tech Revolution to codesign experiences and we are both committed to creating psychologically safe environments and workspaces.
Christine Mudavanhu
Founder and Principal Consultant, Utano Global
SWGJ Program Lead
VR will be a game changer, helping us create ongoing opportunities for deliberate and safe practice following the live workshop experience.
SWGJ Program Lead
Speaking with Good Judgement Program Lead, Mater Education
Built with organisations around the world.
Amazon Abinbev Domain Group Nsw Police Force State Farm Uic Austrade Colorado College Douglas Partners Htc Lake Michigan College Montana State University Optus Accelerator Enterprising Women Procter Gamble Games Done Legit Central Coast Council Thales Valdosta State University Advance Queensland Salesforce Amazon Abinbev Domain Group Nsw Police Force State Farm Uic Austrade Colorado College Douglas Partners Htc Lake Michigan College Montana State University Optus Accelerator Enterprising Women Procter Gamble Games Done Legit Central Coast Council Thales Valdosta State University Advance Queensland Salesforce
Exxonmobil Google Cornell University Royal Australian Navy Gsk Jpmorgan Booz Allen Coachella Georgian College King Wood Mallesons Macquarie Johns Hopkins University Ntuc Income Pomfret School Qut Pwc Servicenow University Of Colorado Watermark Telstra Foundation Enterprising Me Exxonmobil Google Cornell University Royal Australian Navy Gsk Jpmorgan Booz Allen Coachella Georgian College King Wood Mallesons Macquarie Johns Hopkins University Ntuc Income Pomfret School Qut Pwc Servicenow University Of Colorado Watermark Telstra Foundation Enterprising Me
Mayo Clinic Etihad Airways Commonwealth Bank Mater Viacom Cbs University Of Illinois Bcg Charles Darwin University Ibm Nyc Department Of Education Mcci Intel Nsw Family Community Services Port Macquarie Hastings Council Queensland Government Singularity University Southern New Hampshire University University Of Twente Woodside 89 Degrees East Mayo Clinic Etihad Airways Commonwealth Bank Mater Viacom Cbs University Of Illinois Bcg Charles Darwin University Ibm Nyc Department Of Education Mcci Intel Nsw Family Community Services Port Macquarie Hastings Council Queensland Government Singularity University Southern New Hampshire University University Of Twente Woodside 89 Degrees East
Simon Lowe in conversation, hands raised mid-sentence in an armchair
Didymo

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