Work & technology
Vaingel Immersive Otherworlds develops VR worlds for stories about human nature, including the darker motives that shape how people act. We connect environments, characters and objects to create experiences with meaning.
Types of work
- Neighborhoods
- Cities, towns and rural communities, with streets, gathering places and quieter spaces. The way a place is arranged shapes who meets, what is seen and what stays hidden.
- Buildings & interiors
- Homes, shops, public spaces and private rooms. Architecture, materials and the details of daily life give each place a history and a role in the story.
- Characters
- People with intentions, habits and contradictions. Some act with care, some cause harm, and others carry both. What they show can differ from what drives them.
- Nature
- Landscapes, vegetation, weather and changing light. Familiar countryside, altered ecologies and impossible environments can each shape the experience differently.
- Objects & possessions
- Furniture, clothing, tools and personal belongings, chosen for how they are used and what they reveal about the people around them.
- Styles & world rules
- Worlds with different visual styles, physical laws and social rules. From the familiar to the surreal, the way a world behaves is part of the story.
Stories about human nature
Our stories explore good and evil, vices and virtues, and the intentions people keep hidden. Meaning comes from how characters, places and events connect, and how their context changes what we understand.
By semantic learning, we mean understanding through experience: following a story, noticing its context and making sense of its consequences. These worlds and the stories within them are in development.
Building from shared worlds
We build environments, objects and character systems to be reused and connected across stories. That lets us develop new situations without rebuilding every world, reducing the work and cost of creating detailed virtual experiences.
Technology & development targets
| Scene creation | Blender for environments, characters and animation. Cycles and an RTX 4090 for the current scene bakes and rendered views. |
|---|---|
| VR prototypes | Unity and WebXR for the connected world and its interactions. |
| PC VR targets | GeForce RTX 5090 — 32 GB. RTX PRO 6000 Blackwell — 96 GB. Targets for developing richer scenes and experiences. |
| Meta Quest | Early work in smaller iterations alongside the more detailed PC work. On-headset performance testing is still ahead. |
| This website | Three.js with smaller desktop and mobile models, compressed textures and rendered fallback views. No headset or workstation GPU is needed to browse. |
These are development targets. Minimum system requirements and headset compatibility will be published after testing the relevant builds.
GPU specifications: RTX 5090 specifications · RTX PRO 6000 specifications



