VR is a platform where a single frame rate dip or a poorly placed interaction point can break immersion entirely. Game-Ace builds VR projects with comfort and performance targets enforced from the first prototype, not patched in QA.
Game-Ace develops custom VR games and immersive experiences for entertainment studios and enterprise clients. We cover the full production cycle from concept through Unity and Unreal Engine development, art production, and QA.
Discuss Your VR Project
2005
Founded
More than two decades in game development.
120+
Specialists
In-house production team across key disciplines.
200+
Games
Delivered across selected game genres.
What Makes a VR Project Worth Building?
VR development requires different production constraints than conventional games. Frame rate must stay above 72 fps to prevent motion sickness, which puts hard limits on polygon counts and shader complexity. Interaction design in VR requires spatial thinking rather than screen-based UI conventions: comfort zones, arm reach, and gaze angles all affect how players engage with in-world systems. Game-Ace builds VR projects with these constraints defined before production starts, not discovered during QA.
VR Platforms and Headsets We Target
Game-Ace develops VR projects across platforms that operate in consumer and enterprise markets: Meta Quest 2 and 3 (standalone and PC-linked), SteamVR for PC VR including Valve Index and HTC Vive, PlayStation VR2 for console audiences, and enterprise deployment environments for corporate training. Each platform has distinct technical constraints: polygon budgets and comfort guidelines, all defined at the GDD stage to avoid late-production rework.
Game-Ace brings full-cycle production experience and hardware-specific technical knowledge to every VR engagement.
VR game development at Game-Ace starts from €80,000 for a focused single-platform experience with defined interaction mechanics and core content. Full multi-platform productions with extensive environments or enterprise integration typically range from €150,000–€400,000+. Pricing depends on platform targets, content scope, and enterprise integration depth.
Get a QuoteArcade games
Action & RPG games
Racing games
Casino & Card games
Sport games
Adventure games
We review your VR concept, target platforms, audience, interaction requirements, and technical constraints to define the project scope and select the right engine and delivery format.
We produce a game design document covering VR mechanics, interaction schemes, comfort guidelines, platform requirements, and content structure before 3D production begins.
We produce 3D environments, characters, props, and animations built to polygon and texture budgets that maintain target frame rates on each headset throughout production.
Developers implement VR mechanics, interaction systems, game state management, and platform SDK integrations in Unity or Unreal Engine, with frame rate targets enforced from the first build.
We run functional testing, comfort and motion sickness checks, performance profiling on target headsets, and platform certification requirements before submission.
We handle platform store submission, deliver all source assets and documentation, and provide ongoing support for platform OS updates, content additions, and performance maintenance.
VR is a platform where a single frame rate dip or a poorly placed interaction point can break immersion entirely. Game-Ace builds VR projects with comfort and performance targets enforced from the first prototype, not patched in QA.
Every Game-Ace VR engagement closes with platform builds, source code, headset compatibility records, and post-launch support documentation transferred to the client.
GSN Games is one of the global leaders in mobile social casino games.
Program-Ace and GSN Games have been working closely together on the development of several online games.
Game-Ace’s support was integral to the success of this project. Without them, the client wouldn’t have been able to complete the work on time.
They were responsive and their work was high quality – the client rarely had to share constructive criticism.
Game-Ace has successfully integrated with the in-house development team and has earned more responsibility as the engagement has prospered.
By quickly adapting to a sophisticated technology stack, they have helped to increase product quality and reduce an extensive task backlog.
Single-platform VR experiences typically run 6–9 months from GDD sign-off. Multi-platform titles targeting both standalone and PC VR with custom interaction systems usually take 12–18 months. Scope, hardware targets, and art complexity are the main variables.
Minimum comfortable frame rates vary by platform: Meta Quest targets 72 Hz minimum with 90 Hz recommended for fast-paced content; SteamVR titles run at 90 Hz; PlayStation VR2 supports 90 or 120 Hz depending on mode. Dropping below these thresholds causes judder and motion sickness for most players. Frame rate budgets are defined at the GDD stage and enforced throughout production, not treated as a final optimisation pass.
Both engines support all major VR platforms. Unity suits standalone headset development targeting Meta Quest, where XR Plugin Management and runtime overhead are well-optimised for mobile GPU constraints. Unreal Engine 5 is the stronger choice for photorealistic PC VR using Nanite and Lumen, though its larger footprint requires careful optimisation on standalone hardware. Engine selection follows platform target and visual fidelity budget.
All source code, 3D assets, shaders, and project files transfer to the client at project close. Transfer terms including engine licences and third-party asset rights are defined in the contract before work begins.
Typically, optimisation work includes draw call reduction, LOD setup, texture compression passes, and interaction layer refactoring. Porting from PC VR to standalone hardware requires a full performance audit and often a shader rebuild for mobile GPU pipelines. Scope and timeline depend on original build quality and how closely the source and target platforms align.