A 360 scene puts a person inside a place. They turn their head and the room turns with them. PTR builds these as finished experiences for the browser and the headset.
A ward, a workshop, a lobby, a garden: a 360 scene is the fastest way to put someone in a place they have never been, on the device they already have or in a headset.
Each scene is built through the same five Fast Builds steps as everything else PTR makes: Brief, Build, Test, Refine, Ship. Rapid prototypes from two business days, full builds up to eight working weeks.
You bring the place and what people need to do in it. You get a scene that opens in a browser, drops into a headset, and grows into a training build when you are ready.
A scene can be captured on site with a 360 camera, or built as a skybox when the room does not exist yet or cannot be filmed.
Both open the same way and both can carry the next layer: a model in the room, a choice, a person to speak to.
The scenes below are skyboxes: whole rooms and places ready to walk into. Press View in 360 on any of them to look around.
Wards, a surgery, a lobby: the places PTR's training scenarios are set, ready as scenes.
A machine shop, a phone shop, a studio: the rooms where a service conversation or a safety check gets rehearsed.
Streets, gardens and open ground, for wayfinding, orientation and the walk that starts a scenario.
"This is especially beneficial in remote or rural areas where access to high-speed internet may be limited. With just a VR headset and power, users can engage in training that is as comprehensive and immersive as any online program."
Simon Lowe
CEO, People Tech Revolution, on VR training that runs offline. The Cusp of a Revolution, Global Best Practice Group, October 2024
Choose an environment, then start the viewer. Drag or swipe across the scene to look around; nothing is fetched until you press start.
A 360 scene is stored as one wide strip that the viewer wraps around you. These are the strips themselves. Press play to watch one turn; nothing loads until you do.
The same strips for the working rooms: the seam on each edge is where the viewer joins the sphere.
Sky at the top, ground at the bottom, and the horizon running the length of the strip.
Capture, stitch, level, then check the seams with the people who will stand in it.
A finished 360 scene is a place. The training happens when something is added to it: a marker to find, a colleague to talk to, a decision to make.
Those layers are built through the same five steps, so a scene can ship on its own and grow later.
The environments on the virtual reality page show what a scene becomes when a scenario is set inside it.
A tour before the first day, a route through a clinic, a bench in a workshop: three places a scene does the orientation a handbook cannot.
When a 360 scene needs to do more than be looked at, it becomes a Fast Build: a model placed in the room, a mechanism to try, a character to meet. The scene you already have is the first sprint.
That is why PTR builds the scene and the experience with the same team and the same timeline.
The pages that take a scene further: the process behind every build, the VR work that fills a scene with a scenario, and the mobile route.



Have a space that needs a 360 experience?
A 360 scene puts a person inside a place. They turn their head and the room turns with them. PTR builds these as finished experiences for the browser and the headset.
A ward, a workshop, a lobby, a garden: a 360 scene is the fastest way to put someone in a place they have never been, on the device they already have or in a headset.
Each scene is built through the same five Fast Builds steps as everything else PTR makes: Brief, Build, Test, Refine, Ship. Rapid prototypes from two business days, full builds up to eight working weeks.
You bring the place and what people need to do in it. You get a scene that opens in a browser, drops into a headset, and grows into a training build when you are ready.
A scene can be captured on site with a 360 camera, or built as a skybox when the room does not exist yet or cannot be filmed.
Both open the same way and both can carry the next layer: a model in the room, a choice, a person to speak to.
The scenes below are skyboxes: whole rooms and places ready to walk into. Press View in 360 on any of them to look around.
Wards, a surgery, a lobby: the places PTR's training scenarios are set, ready as scenes.
A machine shop, a phone shop, a studio: the rooms where a service conversation or a safety check gets rehearsed.
Streets, gardens and open ground, for wayfinding, orientation and the walk that starts a scenario.
"This is especially beneficial in remote or rural areas where access to high-speed internet may be limited. With just a VR headset and power, users can engage in training that is as comprehensive and immersive as any online program."
Simon Lowe
CEO, People Tech Revolution, on VR training that runs offline. The Cusp of a Revolution, Global Best Practice Group, October 2024
Choose an environment, then start the viewer. Drag or swipe across the scene to look around; nothing is fetched until you press start.
A 360 scene is stored as one wide strip that the viewer wraps around you. These are the strips themselves. Press play to watch one turn; nothing loads until you do.
The same strips for the working rooms: the seam on each edge is where the viewer joins the sphere.
Sky at the top, ground at the bottom, and the horizon running the length of the strip.
Capture, stitch, level, then check the seams with the people who will stand in it.
A finished 360 scene is a place. The training happens when something is added to it: a marker to find, a colleague to talk to, a decision to make.
Those layers are built through the same five steps, so a scene can ship on its own and grow later.
The environments on the virtual reality page show what a scene becomes when a scenario is set inside it.
A tour before the first day, a route through a clinic, a bench in a workshop: three places a scene does the orientation a handbook cannot.
When a 360 scene needs to do more than be looked at, it becomes a Fast Build: a model placed in the room, a mechanism to try, a character to meet. The scene you already have is the first sprint.
That is why PTR builds the scene and the experience with the same team and the same timeline.
The pages that take a scene further: the process behind every build, the VR work that fills a scene with a scenario, and the mobile route.
Have a space that needs a 360 experience?