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Real-Time Character Assets for VR and AR


3D character and asset production for XR teams needing real-time avatars, environment-ready models, and engine-tested delivery for VR, AR, and mixed reality.

Realtime assets

Built for XR production pipelines

Mimic Productions creates real-time assets for XR projects that need convincing visuals and practical deployment. Our work combines character optimisation, asset development, motion capture support, and engine integration so your team can move from concept to interactive use with fewer technical surprises.

For XR, the brief is rarely just about appearance. Models need to hold up in real-time engines, respect platform limits, and remain responsive in motion. Mimic’s approach is grounded in the requirements described across our real-time integration and XR production pages: high-fidelity characters for Unreal and Unity, asset development for immersive environments, and avatars that can support virtual reality, augmented reality, mixed reality, and web-based experiences.

Production challenges

Common XR asset challenges

Immersive projects succeed when the asset looks right, behaves right, and still runs inside the intended platform.

01

Visual quality versus runtime limits

XR teams often need detailed characters and objects that still perform within strict budgets for polycount, LODs, and real-time rendering.

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Delivery across platforms

Assets may need to work in Unreal, Unity, mobile AR, VR headsets, or web XR, which means compatibility testing and careful optimisation are essential.

02

Animation that feels live

A static-looking asset can weaken immersion. Real-time facial and body motion, rigging, and deformation need to be planned for responsive performance.

What your team gets

What this service helps solve

01

Real-time-ready assets

Characters and models are prepared for engines and XR runtimes, not just for still presentation.

02

Cleaner handoff

Teams receive assets with clear technical intent, making downstream integration easier for in-house developers or partners.

03

Responsive performance

Facial motion, body motion, and shader behaviour are considered as part of how the asset will actually be used.

04

Scope for immersive use

Whether your project is AR, VR, MR, or a digital event, the work is shaped around the platform rather than a generic export.

Capabilities and deliverables

Relevant capabilities

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- 3D character optimisation

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- Asset development for XR

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- Avatar and digital human creation

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- Real-time engine integration

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- Unreal Engine and Unity compatibility

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- Facial and body motion capture support

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- Texture, shader, and rig preparation

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- Performance testing for immersive platforms

Production approach

How Mimic approaches XR asset production

Mimic’s real-time integration and XR pipelines are designed around practical production needs.

Specify the target application, camera distance and expected scene complexity. Review the asset in that context and agree responsibilities for optimisation, import and testing, including how materials and animation should behave in the final experience. For XR, specify the viewing device and interaction scenario, including how close the audience will get to the character.

Explore our Real-Time Assets services and XR production.

Related production services: 3D Modeling for XR · 3D Animation for XR · Real-Time Assets for Holograms.

Selected Mimic projects

Explore our production experience

How we work

Typical production path

01

Define the runtime


We start with the intended platform, such as Unreal, Unity, VR, AR, MR, or web-based XR, so the asset plan matches technical constraints.

02

Build and optimise


Characters or objects are sculpted, rigged, textured, and adjusted for performance, with the level of detail set against the target experience.

03

Test motion and integration


Facial animation, body motion, shader response, and lighting behaviour are checked to reduce surprises at handoff.

04

Prepare delivery


We deliver assets in a form that supports your internal pipeline, whether the next step is live performance, virtual production, or environment integration.

Frequently asked questions

Frequently asked questions

Q.1 Is this service only for game projects?


No. Real-time characters can be used in training, marketing, virtual events and other immersive experiences. The key requirement is an asset that runs in the intended interactive environment. Share the headset or device, engine and interaction brief so the character is built for the actual deployment.

Q.2 Can Mimic create assets for both AR and VR?


Yes. The XR source explicitly refers to virtual reality, augmented reality, and mixed reality solutions, and to asset development that respects performance budgets and platform constraints. That means the work can be shaped for mobile AR, VR headsets, or web-based XR depending on the brief and technical target.

Q.3 Do you handle character creation as well as optimisation?


Yes. A wider character build can include modelling, rigging, skin deformation and facial systems before real-time integration. Tell us whether you are starting from references, a concept or an existing model. We can then separate the creation work from the optimisation and engine-delivery stages.

Q.4 Can you support live motion or performance capture use?


The real-time integration source states that Mimic has developed real-time facial and body motion capture systems. That makes the service suitable for live virtual performances or interactive workflows where characters need to respond in the moment. Any live use still depends on the project setup and the client’s overall production pipeline.

Q.5 Will you provide the engine, headset, or XR hardware?


This service prepares character assets for your chosen runtime. Headsets, displays and installation equipment are separate requirements. Provide the target hardware and engine specifications before production so geometry, textures and animation can be planned within the relevant performance limits.

Q.6 Can this be used for a metaverse-style environment?


Yes, provided the project needs real-time character or asset work for an immersive environment. The XR source describes immersive production pipelines for virtual worlds and related experiences. The practical question is what needs to be built, how interactive it should be, and which platforms it must support.


Frequently asked questions

Frequently asked questions

For VR and AR, real-time character production scope depends on existing asset quality, geometry and texture budgets, rig complexity and integration. Send the engine version, target hardware, asset budgets and required interactions. Name the headset or device, engine and interaction requirements so the asset budget reflects the actual deployment.

Discuss Your VR and AR Project

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