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Emerging Technology

Augmented Reality Development

We build augmented reality that solves a real problem (reducing returns, guiding a repair, placing a sofa in a room), and we will tell you plainly when the idea is a wow-factor gimmick that gets used once.

What Augmented Reality means in practice

Who it’s for: Teams with a real problem AR can solve. A product people struggle to visualise, returns driven by mismatched expectations, a field task that needs guided support, training on real equipment, who want it built by engineers who will tell them honestly when an idea is a gimmick.

Augmented reality overlays digital content on the real world. A product sitting on your floor, a repair instruction pinned to the machine in front of you, a route drawn onto the pavement, through the device a person already has: a phone, a tablet, a web browser, and increasingly a pair of AR glasses. This is the delivery service for that: building the experience, choosing the platform it runs on, and being honest from the outset about which AR ideas earn their place and which are novelty that gets opened once and never again.

That honesty matters more here than in almost any other kind of work we do, because AR attracts gimmicks. A great deal of what gets built is a demo that impresses in the meeting, ships to a press release, gets used a handful of times, and is quietly forgotten, because the wow factor was the whole point and there was no real problem underneath it. The AR that lasts is the AR that does a job a flat screen cannot: letting someone see whether a sofa fits their room before they buy it, guiding a field engineer through a repair with the steps overlaid on the actual equipment, showing a trainee the sequence on the real machine rather than in a manual. We build the second kind and we will talk you out of the first.

On the technical side we work across the whole range. WebAR: running in the browser with no app to install, via tools like 8th Wall or model-viewer, is frictionless and, for many retail and marketing uses, the right answer precisely because a customer will not download an app to try a product. Native AR. Apple ARKit on iOS, Google ARCore on Android, usually through Unity with AR Foundation so one codebase targets both: is far more capable when you need robust tracking, occlusion, persistent anchoring or heavy 3D, at the cost of an install. AR glasses are genuinely exciting and genuinely early: the hardware is not yet at the point where most businesses should build for it as their primary channel, and we will say so rather than sell you a headset pilot that ages out in a year.

What you get

  • An honest assessment first of whether AR actually solves your problem (the job it does that a flat screen cannot), so you are not paying to build a demo that gets used once
  • A platform decision made deliberately: WebAR in the browser for frictionless reach, or native ARKit/ARCore via Unity where capability and robust tracking matter, with the trade-off spelled out
  • The 3D content and the pipeline behind it, models optimised for a phone rather than a render farm, so the experience loads fast and runs smoothly on the devices your users actually hold
  • The AR core built properly: plane, image or object detection, world tracking and anchoring, and occlusion where the illusion depends on virtual objects sitting behind real ones
  • Camera-permission and privacy handling designed in, clear consent, spatial and camera data kept to what the experience needs, and nothing hoarded that the use case does not justify
  • A measurable goal wired in from the start (returns reduced, engagement time, task completion, conversion), so you can tell whether the AR earned its cost rather than guessing from the launch buzz
  • Testing on real devices across the range, plus a handover so your team can update the content and run the experience without coming back to us for every change

What Augmented Reality does for you

  • Fewer returns because expectations were set right

    A large share of product returns are not defects. They are mismatches. The customer could not judge scale, fit or how the thing would look in their space from a photo, so it arrived, disappointed, and went back. Letting them place the product at true size in their own room before they buy sets that expectation honestly, and for the right categories that is where AR pays for itself: not in novelty, but in a measurable drop in the returns that photos were always going to cause. It only works where visualisation is genuinely the barrier. We will tell you if it is not.

  • A field task guided on the thing itself

    When a technician is in front of a machine, the gap between a paper manual and the actual equipment is where mistakes and delays live. AR closes that gap: the next step, the correct component, a torque value, or a remote expert’s live annotation, pinned to the real part in view. The value is not that it looks futuristic: it is that a less experienced engineer completes the job correctly, a repair takes less time, and an expert can guide a site they are not standing on. That is a real operational saving, and it is one of the few AR uses that gets used every day rather than once.

  • Engagement with a reason behind it

    AR can genuinely hold attention, placing content in someone’s real environment is more involving than a video, and for a marketing activation that can mean longer dwell, more shares and a memorable interaction. The trap is treating that engagement as the goal. We build the activation around a downstream outcome (a sign-up, a conversion, a reason to return), so the involvement translates into something you can count, rather than a stunt that trends for a day and leaves nothing behind. Engagement that goes nowhere is a cost, not a win.

Why teams choose us for Augmented Reality

  • You want an honest partner who will tell you before you spend whether your AR idea solves a real problem or is a wow-factor gimmick that gets used once, because ruling out the bad idea early is worth more than building it beautifully.
  • You need the WebAR-versus-native decision made on your users and your goal, not on habit, someone who knows that a shopper will not install an app for a preview, and that a daily field tool justifies one, and will pick accordingly.
  • You care that the 3D and the tracking run well on the mid-range phones your customers actually hold, not just on a flagship in a demo, because AR that stutters, drifts or drains the battery gets abandoned regardless of how good the idea was.
  • You want the camera-access and spatial-data privacy handled properly from the first decision, because AR asks for a person’s camera and a map of their space, and mishandling that is a trust and regulatory problem, not a detail.

What Augmented Reality includes

The concrete pieces of work this covers, scoped to what your problem actually needs.

  • WebAR in the browser, no app to install

    AR that runs straight from a link in the phone’s browser, via tools like 8th Wall for full tracked experiences, or model-viewer for a lighter place this product in your room using the platform’s own AR viewer. The whole point is zero friction: a customer scans a code or taps a link and is in the experience in seconds, with nothing to download. That reach is transformative for retail and marketing, where an app install would lose almost everyone. The trade is capability. WebAR tracking is less robust than native, heavy 3D is harder, and some advanced features are simply not available, so we use it where frictionless reach is the priority and are candid about what you give up for it.

  • Native AR with ARKit and ARCore

    Full-capability AR inside an app (Apple ARKit on iOS, Google ARCore on Android), usually built once in Unity with AR Foundation so a single codebase targets both platforms rather than maintaining two. Native is what you reach for when the experience needs robust world tracking, occlusion, persistent anchors, heavy 3D or tight performance: a daily field-service tool, a serious product configurator, a training application. The cost is the install and the app-store presence, which is exactly why native suits experiences people use repeatedly and would download for, not one-off previews. We build to the strengths of each platform while keeping the shared logic in one place.

  • Plane, image and object detection

    The AR core that lets virtual content attach to the real world: detecting flat surfaces so an object sits convincingly on a floor or table, recognising a printed image or marker so content anchors to a poster, a product or a page, and (where the hardware supports it), recognising a known 3D object so an overlay locks onto a specific piece of equipment. Which of these you need is driven by the use case: furniture placement needs solid plane detection; a marketing piece triggered by packaging needs image tracking; a maintenance overlay pinned to a machine needs object or marker tracking. We choose and tune for the environment the experience will actually run in.

  • World tracking, anchoring and occlusion

    The machinery that makes a virtual object stay put as the user moves, world tracking that understands the device’s position in the space, and anchoring that keeps content fixed to a real location rather than drifting or floating. Where the illusion depends on it, we add occlusion: virtual objects correctly hidden behind real ones, so a placed sofa disappears behind a real coffee table instead of floating unconvincingly in front of it. Occlusion is what separates AR that feels grounded from AR that looks pasted on, and its quality depends heavily on the device’s depth sensing, so we set expectations against the hardware your users carry, not the best case.

  • 3D content and the pipeline behind it

    AR is only as good as the 3D it places, and 3D built for a render farm will cripple a phone. We handle the content pipeline: optimising models so the polygon count, textures and materials load fast and run smoothly on mid-range hardware, converting assets into the formats each platform expects, and keeping file sizes small enough that a WebAR experience loads before the user gives up. This is unglamorous and it is where a lot of AR quietly fails: a beautiful model that takes fifteen seconds to load or drops the frame rate is a model nobody sees. We build for the device, not the showreel.

  • AR glasses, honestly, where it stands

    We build for AR glasses where there is a genuine, bounded case for it. A specific industrial or hands-free workflow where a headset earns its keep today, but we are candid that the hardware is still early. The devices are expensive, the field of view and comfort are limited, the ecosystems are shifting, and anything built as a primary consumer channel now risks ageing out fast. For most businesses, phones, tablets and the browser are where AR delivers value today, and glasses are a watching brief rather than a place to bet the budget. We will tell you which side of that line your idea sits on rather than sell you a pilot for the novelty.

Where it fits

  • Product visualisation that reduces returns

    Letting a customer place a product at true scale in their own space before they buy. A sofa in the living room, a wardrobe against the wall, a light fitting over the table, usually through WebAR so there is no app to install and no friction to lose them. The engineering is in solid plane detection, convincing scale and lighting, occlusion so the piece sits behind real furniture rather than in front of it, and a 3D pipeline that loads fast on a mid-range phone. The goal is not the wow of seeing furniture appear; it is a measurable drop in the returns that come from customers who could not judge fit or scale from a photo. It works where visualisation is genuinely the barrier, and we help you tell whether it is.

  • Remote assistance and guided maintenance

    Giving a field engineer or technician support overlaid on the equipment in front of them. The next step in a procedure pinned to the right part, a torque value or warning in place, or a live video link where a remote expert annotates the technician’s view to guide a repair on a site they are not standing on. This is native AR territory: a daily tool used on real equipment, justifying an install and needing robust tracking and object recognition. The payoff is operational and repeatable: a less experienced engineer completes the job right, repairs take less time, and scarce expertise reaches more sites without travel. It is among the few AR uses that get used every shift rather than once.

  • Training and guided assembly on real equipment

    Teaching a procedure on the actual machine rather than in a manual. The assembly sequence, the correct order of steps, the part that comes next, overlaid on the real kit a trainee is working on. AR suits this where the physical context matters: learning on the equipment itself, with the digital guidance registered to the real components, transfers better than a video for hands-on tasks. Depending on how it is used (a shared training bay versus every trainee’s own device), this can be native for capability or a lighter experience for reach. The measure of success is competence reached faster and with fewer errors, not the impressiveness of the overlay.

  • Marketing activations with a goal, not a stunt

    An AR experience triggered by packaging, a poster, a code or a location, content that appears in the customer’s real environment, built to be shared and remembered. WebAR is almost always right here because friction kills a marketing experience: it has to work from a tap, with nothing to install. The discipline we bring is insisting on a goal behind it (a sign-up captured, a conversion driven, a reason to return), so the engagement translates into something countable rather than a trend-for-a-day stunt. We will happily build an activation that delights; we will not pretend delight alone is a result, and we will design so the attention goes somewhere.

How we approach Augmented Reality

We start from the problem, not the effect. The first question is never "what would look impressive in AR": it is "what job does the user have that a flat screen or a photo cannot do, and does overlaying digital content on the real world genuinely do that job better?" For a sofa, seeing it at true scale in your own room answers a question a product photo cannot. For a repair, having the next step pinned to the actual part in front of you beats flipping through a PDF. If we cannot name that job, we will tell you the AR is decoration, and decoration gets used once.

From there the platform choice drives everything, and it is a real trade with no free answer. WebAR wins where friction is the enemy: a shopper will not install an app to preview a lamp, so the experience has to live in the browser even though it gives up tracking robustness and heavy 3D. Native wins where capability is the point: a field-service tool used every day by engineers justifies an install and needs the stronger tracking, occlusion and persistence that ARKit and ARCore provide, typically built once in Unity with AR Foundation to reach both iOS and Android. We make that call on your users and your goal, and then we build the 3D and the tracking to run well on the devices those users actually carry, not the flagship phone on our desk.

How the engagement runs

We open by pressure-testing the idea, because AR is where good money gets spent on things that get used once. The first work is naming the job the AR does that a flat screen cannot, and the measurable outcome behind it: returns reduced, a task completed faster, a conversion. If we cannot find that job, we say so, and that is a cheaper conversation to have before the build than after. Once the problem is real, we settle the platform: WebAR for frictionless reach, native via Unity and AR Foundation for capability, glasses only where there is a genuine bounded case. That decision shapes everything downstream, so we make it deliberately and early rather than defaulting to whichever we built last.

From there we build the experience and the 3D pipeline together, because in AR they are inseparable: a model has to be optimised for the device before the tracking around it means anything. We prototype the core interaction quickly on real devices, tune the detection, tracking and occlusion against the environment it will actually run in, and iterate on performance until it loads fast and holds a steady frame rate on the mid-range hardware your users carry, not just our test phone. We wire in the camera-permission flow and the privacy handling from the start, connect the measurable goal so you can see whether it is working, test across the device range, and hand over an experience your team can update the content in without returning to us for every change.

How we architect it

An AR experience is a pipeline from camera to composited frame, and we design each stage deliberately. The camera feed is understood by the tracking system (plane, image or object detection plus world tracking), which builds and maintains an understanding of the device’s position and the surfaces around it. Digital content is anchored into that understanding, rendered to sit convincingly in the space, and composited over the live camera view with occlusion where real objects should hide virtual ones. Behind all of it sits the 3D content pipeline: models optimised, formatted and sized for the target device, because the most elegant tracking in the world cannot rescue an experience that stutters under a model built for a render farm. We keep these concerns separable so each can be tuned and measured on its own.

The defining architectural decision is native versus WebAR, and it is a genuine trade. WebAR (via 8th Wall for full tracked experiences or model-viewer for lighter placement), runs in the browser with nothing to install, which is transformative for reach: for a retail preview or a marketing piece, the frictionless path is worth more than the capability you give up, because an app install would lose almost everyone. Native. ARKit and ARCore, typically through Unity with AR Foundation so one codebase serves both platforms: gives you robust tracking, occlusion, persistent anchors and heavy 3D, at the cost of an install and app-store presence, which suits experiences people use repeatedly and would download for. We make this call on how your users behave and what the experience genuinely needs, and we build the shared logic once regardless of platform so you are not maintaining two of everything.

Security and privacy

AR asks a person for two sensitive things: access to their camera, and, implicitly, a map of the space they are in. That has to shape the design from the first decision, not be tidied up before launch. Camera access needs clear, honest consent: the user should understand what the camera is for and when it is active, and the feed should be used for the experience and nothing else. We do not treat a live camera view as an open data source: frames are processed for tracking and discarded rather than hoarded, and where the experience genuinely needs to persist anything, we keep it to the minimum the feature requires and are explicit about what and why. Where a person could appear in frame, images of identifiable people are personal data under the UK GDPR and are handled accordingly, not as incidental pixels.

The less obvious exposure is spatial data. AR tracking builds an understanding of a physical space (surfaces, layout, sometimes a persistent map so an anchor survives between sessions), and that spatial information can itself be sensitive, revealing the inside of someone’s home or a secure site. We treat it as data to protect: minimised to what the experience needs, kept on the device rather than shipped to a server wherever the feature allows, and retained only as long as it is genuinely used. If an experience needs persistent, cloud-stored spatial anchors we design the storage, access and retention around that deliberately. The principle throughout is the same one we apply to any camera or location-adjacent system: collect the least that makes the feature work, be honest with the user about it, and never hold spatial or camera data whose only justification is that it was easy to keep.

Signs it’s time

  • Customers struggle to picture your product in their own space, furniture, appliances, fittings, anything where size, fit or look in context is the thing they are unsure about before buying
  • Returns are driven by "not what I expected". The product was fine, but the customer could not judge scale, colour or fit from photos, and letting them see it in place would have set the expectation right
  • You have field engineers, technicians or trainees performing tasks on real equipment where instructions overlaid on the actual machine (the next step, the right part, a remote expert’s annotation), would beat a manual or a phone call
  • You want an immersive marketing activation, but with an actual goal behind it (dwell time, sign-ups, conversion, a reason to share), rather than a wow-factor stunt that photographs well and does nothing measurable

Our working method

Our organising belief is that AR earns its cost by solving a problem, never by the wow factor, and that most AR ideas fail this test. So the method starts with a filter, not a build: we name the job the AR does that a flat screen cannot, and the number that will tell us it worked. That filter kills a lot of ideas cheaply, which is the point, because the alternative is a beautifully built experience that gets used once. Where the idea passes, we let the user and the goal choose the platform rather than reaching for whichever we are most comfortable with. WebAR when friction is the enemy, native when capability is the point, glasses only where a genuine bounded case exists today.

We are equally disciplined about performance and honesty on hardware. AR lives or dies on the device in the user’s hand: an experience that loads slowly, drifts, or drops the frame rate gets abandoned no matter how good the concept, so we optimise the 3D and tune the tracking against real mid-range devices, not a flagship on the desk. And we are blunt about limits: occlusion quality depends on the device’s depth sensing, WebAR gives up capability for reach, AR glasses are early and most businesses should not bet on them yet. We would rather tell you an idea is a gimmick, a platform is wrong, or the hardware is not ready than take the budget and let you discover it after launch. Unity, which we also cover as a technology in its own right, is usually the engine underneath the native and cross-platform work, with AR Foundation letting one build target both ARKit and ARCore.

Technologies we build it with

Chosen per problem, not per fashion. This is the stack we most often reach for on this work.

How we deliver

  1. 01

    Discover

    We map the system, the constraints and the business it serves, including the parts nobody documented.

    Architecture brief

  2. 02

    Architect

    Decisions get made, written down and defended before a line of production code exists.

    Decision records

  3. 03

    Build

    Short cycles against working software. You see progress in the product, not in a status deck.

    Shipping increments

  4. 04

    Operate

    Monitoring, incident response and iteration. The system is alive, so the engagement is too.

    Runbooks & SLOs

Want a straight answer on Augmented Reality?

A short call with a senior engineer, before you write a brief. If Augmented Reality is the wrong answer for your situation, we will say so and tell you what we think is right.

What changes

  • A real problem solved, not a demo shipped

    AR that does a job a flat screen cannot (visualising a product in place, guiding a repair, training on real kit), with the use once and forget it gimmick ruled out before a penny is spent building it.

  • The right platform for your users

    WebAR where friction would kill adoption, native where capability is the point. The decision made on how your users behave and what the experience needs, not on which was easier to build.

  • A goal you can measure

    Returns reduced, task completion up, engagement or conversion tracked. A number that tells you the AR earned its cost, rather than a launch-day buzz that fades and leaves you guessing.

Industries we serve

Domain knowledge changes what gets built. A few of the sectors we know before the first meeting.

How pricing works

  • A short discovery and feasibility engagement first where the idea is uncertain, pressure-testing whether the AR solves a real problem, choosing the platform, and prototyping the core interaction on real devices, priced by the assessment, so you learn whether it is worth building before committing to a full build.
  • Fixed-scope build for a well-defined experience with a clear goal and a settled platform (a product-visualisation WebAR experience, a marketing activation, a bounded field-support tool), quoted once the problem, the platform and the 3D content needs are understood.
  • Monthly senior engagement for AR that keeps evolving. A growing product catalogue to bring into AR, a field tool that expands to new equipment and procedures, or content that needs regular updating, because AR content is rarely build-once and the catalogue behind it keeps moving.
  • A note on 3D content: producing or optimising the 3D models is a real, separate cost driver, and sometimes the largest one. Where you have existing models we optimise them; where you do not, creating them is scoped and costed explicitly rather than buried, because pretending the content is free is how AR budgets overrun.

Typical timeline

  1. 01

    Idea test and platform choice

    One to two weeks pressure-testing whether the AR solves a real problem and what will measure it, then settling the platform (WebAR for reach, native via Unity for capability), because that decision shapes everything and is expensive to reverse later. Enough to say whether the idea is worth building at all.

  2. 02

    Prototype the core interaction

    Building the central AR moment early on real devices (the placement, the detection, the tracking), so the thing that has to feel right is proven on actual hardware before the surrounding work is built around an assumption that turns out to be wrong.

  3. 03

    Content pipeline and full build

    Optimising or producing the 3D content for the target devices, building out the full experience, tuning tracking and occlusion against the real environment, and wiring in the camera-permission flow, the privacy handling and the measurable goal.

  4. 04

    Device testing and handover

    Testing across the range of devices your users actually carry (not just a flagship), tuning performance until it loads fast and holds frame rate on mid-range hardware, and handing over an experience your team can update the content in without returning to us for every change.

What working with us actually means

  • Senior engineers only

    AR is easy to demo and hard to make worth building, and the judgement calls, is this a real problem or a gimmick, WebAR or native, what will this model do to a mid-range phone, are exactly what a junior gets wrong. The people building your experience have taken AR past the showreel into something that runs on real devices and gets used more than once. No juniors learning on your project that the flagship phone was lying about performance.

  • We operate what we build

    We run the AR we ship, so the things that only surface after launch. The experience stuttering on a device we did not test, a WebAR model that loads too slowly on a real connection, content that needs updating as the catalogue grows: are designed for from the start rather than discovered when users quietly stop opening it. AR that is not maintained is AR that ages out fast, and we build to keep it running.

  • Honest about gimmick versus value

    A lot of AR is novelty that gets used once, and we will tell you before you spend if your idea is that. We would rather talk you out of a wow-factor stunt and into an experience that reduces returns or guides a repair (or tell you plainly that AR is the wrong tool here), than take the budget for something impressive that does nothing measurable. Ruling out the bad idea early is the most valuable thing we do on an AR engagement.

  • Straight about platforms and hardware

    WebAR is frictionless but less capable; native is powerful but needs an app; AR glasses are genuinely early and most businesses should not build for them as a primary channel yet. We make the platform call on your users and your goal, we set performance expectations against the devices they actually hold, and we tell you when the hardware is not ready, rather than sell you the most futuristic-sounding option.

How to engage us

Three ways to work with us on this, chosen to fit the problem, not our margin.

Related services

Part of Digital Transformation. Other work we do alongside this.

Common questions

How do we know our AR idea is worth building and not a gimmick?

By naming the job it does that a flat screen cannot, and the number that will tell you it worked, and if we cannot, that is the answer. A great deal of AR is novelty: it impresses in the meeting, ships to a press release, gets used a handful of times and is forgotten, because the wow factor was the whole point. The AR that lasts does something a photo or a video cannot: letting a customer see a product at true scale in their room, guiding an engineer through a repair on the actual equipment, training on real kit. We pressure-test your idea against that standard before anything is built, because ruling out a bad idea early is far cheaper than building it beautifully and watching it get used once.

Should we build WebAR in the browser or a native app?

It depends on whether friction or capability is the bigger issue for your users, and it is a genuine trade. WebAR runs straight from a link in the browser with nothing to install (via tools like 8th Wall or model-viewer), which is transformative for retail and marketing, because a shopper will not download an app just to preview a lamp. The cost is capability: WebAR tracking is less robust, heavy 3D is harder, and some advanced features are not available. Native. ARKit and ARCore, usually via Unity with AR Foundation so one codebase serves both: gives you strong tracking, occlusion, persistent anchors and heavy 3D, at the cost of an install, which suits tools people use repeatedly and would download for. We choose on how your users behave and what the experience genuinely needs.

Can AR really reduce our product returns?

For the right categories, yes, and it is one of the few AR uses with a clear financial payoff, but only where visualisation is genuinely the barrier. A large share of returns are not defects; they are mismatches, where the customer could not judge scale, fit or how the thing would look in their space from a photo, so it arrived, disappointed, and went back. Letting them place the product at true size in their own room before buying sets that expectation honestly and heads off those returns. It works for furniture, fittings, appliances: things where fit in context is the uncertainty. It does nothing for returns driven by quality or delivery. We help you judge honestly whether visualisation is your actual problem before you build for it.

Should we be building for AR glasses yet?

For most businesses, not as a primary channel, and we will say so rather than sell you a headset pilot. AR glasses are genuinely exciting and there are real, bounded industrial and hands-free cases where they earn their keep today. But the hardware is still early: the devices are expensive, field of view and comfort are limited, the ecosystems are shifting, and anything built as a mainstream consumer experience now risks ageing out within a year. Phones, tablets and the browser are where AR delivers value for the overwhelming majority of use cases today. If your case is one of the genuine glasses-suited ones we will build for it; if it is not, we will keep glasses as a watching brief rather than let you bet the budget on hardware that is not ready.

What happens to the camera feed and the map of our users’ space?

It is handled as sensitive data from the first decision, not tidied up before launch. Camera access needs clear consent and the feed is used for the experience and nothing else: frames are processed for tracking and discarded rather than hoarded, and where a person could appear in view, images of identifiable people are personal data under the UK GDPR and treated as such. The less obvious exposure is spatial data: AR builds an understanding of a physical space, sometimes a persistent map, and that can reveal the inside of a home or a secure site. We minimise it to what the feature needs, keep it on the device rather than shipped to a server wherever possible, and retain it only as long as it is genuinely used. The principle is to collect the least that makes the experience work and be honest with the user about it.

Thinking about Augmented Reality?

Tell us the problem in your own words, not in requirements. A senior engineer reads it and comes back with a straight view on whether Augmented Reality is the right answer here, or what would be.

  1. 01A senior engineer reads it. Not a form queue, and not an account manager.
  2. 02We reply either with questions or with a straight answer that we are not the right fit.
  3. 03If it looks like a fit, a technical call with the person who would actually run the delivery.
  4. 04Then scope, effort and risk in writing, before anyone signs anything.

Two fields required. We reply to real enquiries. No list, no sequence.