Emerging Technology
Virtual Reality Development
We build VR where immersion genuinely changes the outcome (training, simulation and visualisation), and we are honest that comfort, a locked frame rate and the hardware barrier are the constraints that decide whether it works.
What Virtual Reality means in practice
Who it’s for: Organisations with a high-stakes training need, a simulation problem, or something to visualise at true scale, who want it built by engineers who know that comfort and frame rate decide whether VR works, and who will tell them honestly when a screen would serve them better.
This is the delivery service for fully immersive virtual reality: 3D experiences worn on a headset (Meta Quest, Apple Vision Pro, PICO, or a PC-tethered rig), where the user is placed inside a scene and interacts with it, rather than looking at it through a screen. We build these in a real-time engine, usually Unity (see our Unity technology page) or Unreal, the same engines that power games, because a VR experience is a game engine problem whether or not it is a game: a rendered 3D world, tracked hands and head, physics, interaction, and a frame that has to be drawn twice, once per eye, fast enough that the illusion holds.
We are deliberately narrow about where VR earns its cost, because the honest answer is that it does not suit everything. The strongest, best-evidenced use cases are training and simulation, practising something dangerous, expensive, or rare in a place where a mistake costs nothing: medical procedures, industrial and safety scenarios, equipment operation, emergency drills. Close behind are architectural and product visualisation, where standing inside a building or at true scale beside a product before it exists changes the decisions people make about it, and remote collaboration where being present in a shared space beats a video grid. Therapy and education have real, measured value too. What we will talk you out of is VR chosen for novelty: the demo that impresses once and is never worn again.
And we are blunt about the three constraints that decide whether a VR project succeeds. The first is comfort: dropped frames and badly-designed movement cause motion sickness, and a nauseating experience is a dead one no matter how good the content, comfort is not a polish task, it is designed in from the first interaction. The second is the hardware adoption barrier: headsets cost money, need setup, and are worn one person at a time, which genuinely limits reach and puts a real per-user cost against the benefit. The third is that good immersive content is expensive to make well. We would rather size these honestly up front than let them ambush the project halfway through.
What you get
- A framing of the problem against those three constraints, is immersion actually what changes the outcome here, who wears the headset and how many, and does the value clear the hardware and content cost, before we build a scene
- A target platform chosen deliberately: standalone Quest or PICO, Apple Vision Pro, or tethered PC VR, with the trade between reach, performance budget and per-user cost made explicit
- The immersive experience itself, built in Unity or Unreal: the 3D environment, hand and controller interaction, physics and the interaction design that makes it feel right rather than fiddly
- A comfort design worked in from the start, locomotion that does not induce sickness, a frame rate held to the headset’s refresh rate, and comfort options for users who need them
- A performance budget defined and defended against the target hardware, because a standalone headset is a mobile chip and the frame rate is non-negotiable
- Content and asset production scoped honestly (3D models, environments and audio), with the real cost of making it well named rather than assumed away
- Deployment to the target devices and store or managed distribution, plus monitoring, analytics on how the experience is actually used, and a handover so your team can operate and extend it
What Virtual Reality does for you
Practice without the real-world cost or risk
The clearest, best-evidenced value of VR is that it lets people rehearse things that are too dangerous, too expensive, or too rare to practise for real, as often as they need to, with no consequence to a mistake. A trainee can fail a procedure, mishandle equipment, or make the wrong call in an emergency and simply try again: where the real world offers one costly attempt, or none. Studies of VR training consistently show measurable skill transfer, and the cost and safety maths often works clearly: no consumables burnt, no equipment tied up, no risk to anyone, and a scenario that can be repeated on demand and varied to cover the rare cases a real environment rarely serves up.
Understanding at a scale a screen cannot give
Some things are only understood at true size, with your body in the space and your head free to look. A building walked through before it is built reveals sightlines, proportions, and awkwardnesses that a plan or a flat render hides. A product held at real scale before a prototype exists tells you things a CAD view on a monitor does not. This is why architectural and product visualisation is one of VR’s genuinely strong use cases: it changes the decisions people make, earlier, when changing them is still cheap, and it lets stakeholders who cannot read a technical drawing experience the thing directly.
The hard constraints priced before they bite
The expensive mistakes in VR are made by ignoring its constraints until they surface. A project that treats comfort as polish ships something that makes people ill and dies. One that underestimates content cost runs out of budget with a half-built world. One that ignores the hardware barrier builds for a reach it will never achieve. Getting these into the plan at the start. The frame-rate budget, the honest content cost, the per-user hardware and setup burden weighed against the benefit, is worth more than any amount of visual flourish, and it is exactly where a senior-led engagement stops you building an impressive thing that does not work.
Why teams choose us for Virtual Reality
- You have a genuine high-stakes training, simulation, or visualisation need and want engineers who will tell you honestly whether VR is the right tool for it, rather than sell you a headset experience because headsets are what they build.
- You understand that comfort and frame rate are non-negotiable, and you want them designed in from the first interaction by people who have felt what a dropped frame does to a user, not treated as an optimisation pass at the end.
- You need the target platform chosen on real trade-offs (standalone versus tethered, the performance budget, the per-user cost, the distribution model), not on whichever headset was nearest to hand.
- You want the content cost and the hardware adoption barrier named and planned for up front, because you would rather know the true cost of doing VR well than discover it halfway through a project that has already committed.
What Virtual Reality includes
The concrete pieces of work this covers, scoped to what your problem actually needs.
Immersive training and simulation
The core of what we build: environments where someone practises a real task (a clinical procedure, a piece of equipment, a safety or emergency scenario), with their hands, under realistic conditions, and safe to fail. The engineering that matters here is interaction fidelity (the task has to feel enough like the real thing to transfer), scenario logic (branching, variation, the rare cases), and measurement (capturing what the trainee did, so the session produces assessable data rather than just an experience). Built in Unity or Unreal with the interaction and physics that make the practice credible.
Architectural and product visualisation
Placing a person inside a building, space, or product at true scale before it physically exists (walking the rooms, standing at the windows, reaching for the handle), so decisions get made on lived experience rather than a flat render. This turns on getting real-world scale and lighting right, on smooth movement through the space that does not induce sickness, and often on importing and optimising CAD or BIM geometry that was never built for real-time rendering, which is a real piece of engineering in itself.
Comfort and interaction design
The discipline that decides whether a VR experience is usable at all: locomotion that moves people through a space without making them ill, interactions that feel natural in the hand rather than fiddly, and a scene designed to hold a locked frame rate on the target hardware. This is not a layer added at the end. It is designed in from the first interaction, because comfort is the defining UX constraint of the medium and the single most common reason otherwise-good experiences fail.
Remote collaboration and shared presence
Multi-user experiences where people in different places share a virtual space, around a 3D model, on a site walkthrough, in a training session run as a group, with a real sense of being present together that a video grid flattens. The engineering here is networking and state synchronisation (everyone seeing a consistent world in real time), avatar and voice presence, and keeping it all inside the performance budget while the scene now has to account for other users too.
Cross-platform build and deployment
Targeting the right headset for the job, standalone Meta Quest or PICO where portability and reach matter, Apple Vision Pro where its fidelity and ecosystem fit, or tethered PC VR where a workstation GPU buys the visual quality and complexity a standalone chip cannot. Each has a different performance envelope, input model, and distribution route, and we build with the target’s real budget in mind rather than porting a PC experience onto a mobile chip and watching the frame rate collapse.
Content and asset pipeline
The 3D models, environments, audio, and animation that a VR experience is made of, produced or optimised to run inside a strict real-time budget. Immersive content is genuinely expensive to make well, and much of the skill is optimisation: reducing geometry and texture cost, baking lighting, and managing draw calls so a rich-looking scene still holds its frame rate on constrained hardware. We scope this honestly, because underestimating content cost is one of the reliable ways a VR project runs out of runway.
Where it fits
Safety and procedural training for a high-risk task
Rehearsing a dangerous or safety-critical procedure, operating heavy equipment, responding to a hazardous incident, following a strict clinical or industrial protocol, in an immersion where a mistake harms nobody and costs nothing. The value is direct: repeated, measurable practice of the exact task, including the rare and dangerous variations a real environment rarely provides safely, with the trainee’s actions captured for assessment. The engineering centres on interaction fidelity, scenario branching, and comfort held across sessions that may run long, so the training transfers to the real task rather than teaching people to operate a game.
Architectural walkthrough before a build
Letting clients, occupants, and design teams walk through a building at true scale before ground is broken, experiencing the space, the light, the proportions and the flow directly, rather than interpreting drawings or a flat fly-through. This surfaces the problems that only reveal themselves at real size, when they are still cheap to change, and it lets stakeholders who cannot read a plan take part in the decisions. The work turns on importing and optimising the BIM or CAD model into a real-time engine, getting scale and lighting honest, and locomotion that keeps a long walkthrough comfortable.
Product design review at real scale
Standing beside, inside, or in front of a product at true size before a physical prototype exists. A vehicle interior, a piece of machinery, a piece of furniture, a space: to make design and ergonomic decisions on lived experience rather than a monitor. Iterating in VR is far cheaper than building successive physical prototypes, and it catches scale and interaction problems that a CAD view on a screen hides. The engineering is CAD import and optimisation, faithful materials and scale, and interaction that lets reviewers examine and manipulate the product naturally.
Remote collaboration in a shared space
Bringing people in different locations into one virtual space to work together, reviewing a 3D model as a group, walking a site remotely, or running a training cohort who feel present with one another rather than staring at a grid of faces. This is where VR’s sense of presence earns its keep against a video call, particularly for anything spatial. The engineering is the multi-user networking and state sync that keeps everyone in a consistent world in real time, plus keeping performance and comfort intact now that the scene carries other users, voice, and avatars as well.
How we approach Virtual Reality
We start from whether immersion genuinely changes the outcome, not from the fact that VR is available. The test is specific: does being physically present in the scene, at true scale, with your hands, under time pressure, unable to look away, produce learning, a decision, or an experience that a screen cannot? For training a dangerous procedure, walking a building that does not exist yet, or rehearsing an emergency, the answer is often yes and the case is strong. For a lot of other things it is no, and a well-made 2D application would serve better for a fraction of the cost and none of the hardware friction. We would rather establish that at the start than build an impressive demo nobody puts on twice.
Once VR is the right call, comfort and performance lead the engineering rather than trail it. The frame rate is a hard budget from day one, not something to recover in optimisation later, because a standalone headset runs on a mobile-class chip and a dropped frame is felt as discomfort, not just a visual glitch. Locomotion, interaction and scene complexity are all designed inside that budget. This is the opposite of building the content first and hoping it runs, in VR, the constraint shapes the design, and pretending otherwise produces experiences that look good in a screenshot and make people ill on the headset.
How the engagement runs
We open with the question of whether immersion is the right answer at all. Before any scene is built, we work out what specifically changes by putting this in VR rather than on a screen. The skill that transfers, the decision that gets made better at true scale, the presence that a video call flattens, and we weigh it honestly against the costs that come with the medium: the headsets, the setup, the per-user reach, and the real expense of making immersive content well. If the case is strong, we choose the target platform on those trade-offs. If it is not, we say so, because the worst VR project is the impressive one that answers a question a cheaper 2D application would have answered better.
Once VR is the right call, we build with comfort and frame rate leading from the first day. We fix the performance budget against the target hardware, prototype the core interaction and locomotion early and test them on the actual headset for comfort (not on a monitor, where sickness is invisible), and only then build out the content and scenario inside that budget. You experience the thing on a real device early and often, because VR cannot be judged from a screenshot or a screen recording; it has to be worn. We iterate on the real headset, tune comfort where it needs it, deploy to the target devices and distribution route, add analytics on how the experience is actually used, and hand over something your team can operate and extend.
How we architect it
A VR experience is a real-time engine application, and we build it in Unity or Unreal because that is what the problem is: a rendered 3D world, head and hand tracking, physics, interaction, and a frame that must be drawn separately for each eye. We structure it around the interaction system (how hands and controllers act on the world), the scene and its assets, the locomotion model, and the platform’s tracking and input APIs: kept modular so the same experience can target more than one headset without being rebuilt each time, and so the parts that carry the comfort and performance risk are isolated and testable rather than tangled through everything.
The architectural decision that governs everything else is the performance budget, and in VR it is unusually strict. The headset has a native refresh rate (commonly ninety hertz or higher), and the experience must hold it, because a frame drawn late is not a cosmetic stutter but a physical one: the world lags the user’s head, and that mismatch is a leading cause of motion sickness. On a standalone headset the budget is tighter still, because the device is a mobile-class chip carrying the whole scene, twice per frame, with no tethered workstation behind it. So scene complexity, geometry, lighting, and draw calls are all designed to fit the budget from the outset, with the heavy lifting done in optimisation (baked lighting, level-of-detail, reduced draw calls), rather than pretending a rich PC scene will simply run on a headset. This is the difference between VR that feels solid and VR that makes people ill.
Comfort, safety and privacy
In VR the first safety question is not data. It is the user’s body, and comfort is the defining constraint of the medium. Motion sickness is caused chiefly by a mismatch between what the eyes see and what the inner ear feels: when the view moves in ways the body did not, or when frames arrive late so the world lags the head, the brain reads the conflict as it would a toxin, and the result is nausea that ends the session and often the user’s willingness to return. This is why comfort is engineered in, not tuned in at the end. It means holding the frame rate as a hard budget, choosing locomotion that does not induce sickness (teleport and comfort options where continuous movement would), keeping the horizon and reference frame stable, and offering comfort settings for the users who need them. We test all of this on the real headset with real people, because a screen cannot show you what the medium does to someone wearing it.
On data and privacy, VR is more sensitive than it first appears. Headsets capture a stream of intimate signals: head and hand movement, gaze on some devices, room-scale spatial data that maps the user’s physical space, and sometimes body pose, and this is personal data under the UK GDPR, some of it capable of revealing far more about a person than they realise. So we apply data minimisation as a design principle: capturing only what the experience needs, being clear about what is collected and why, keeping retention short and justified, and treating spatial maps and biometric-adjacent signals such as gaze with the seriousness they deserve rather than as ordinary telemetry. Where sessions are recorded or shared (training assessments, collaborative spaces), we design the consent, storage, and access around them from the start. As with everything we build, a VR experience that works technically but cannot lawfully or comfortably be operated has failed.
Signs it’s time
- You need people to practise something dangerous, expensive, or rare (a medical procedure, a safety-critical task, equipment operation, an emergency), where real-world rehearsal is costly, risky, or simply cannot be arranged often enough
- You want stakeholders to experience a building, space, or product at true scale before it exists, because standing inside it changes decisions that a drawing, render, or screen model does not
- A simulation would let you rehearse a scenario safely and measurably (repeatably, with variations, and with the outcomes captured), in a way that classroom training or a video cannot reproduce
- You need people in different places to share a sense of presence, collaborating around a 3D model, walking a site together, training as a group, where a video call flattens something that matters
Our working method
The organising principle is that VR is a medium with hard physical constraints, and the projects that fail are the ones that treat those constraints as details to sort out later. So we lead with them. Comfort and frame rate are budgeted and defended from day one; the core interaction and locomotion are prototyped and tested on the actual headset before the content is built, because that is where the medium either works or makes people ill, and neither can be judged from a monitor. We build the content inside the performance budget rather than building it first and hoping it runs: in VR, the constraint shapes the design, and inverting that order is how you get something that photographs well and is unwearable.
We refuse to sell VR as a novelty, and we refuse to oversell the consumer and metaverse hype that has left a lot of organisations sceptical for good reason. VR’s value is real and proven where immersion genuinely changes the outcome (training, simulation, visualisation, presence), with measurable skill transfer and clear cost and safety cases behind it. It is also expensive to build well, limited in reach by the hardware barrier, and unforgiving of poor comfort. We would rather tell you your use case does not need a headset, and point you at a cheaper 2D application, than take you down a road that ends in an impressive demo nobody wears twice. When the case is genuinely there, we build it properly; when it is not, we say so.
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
- 01
Discover
We map the system, the constraints and the business it serves, including the parts nobody documented.
Architecture brief
- 02
Architect
Decisions get made, written down and defended before a line of production code exists.
Decision records
- 03
Build
Short cycles against working software. You see progress in the product, not in a status deck.
Shipping increments
- 04
Operate
Monitoring, incident response and iteration. The system is alive, so the engagement is too.
Runbooks & SLOs
Want a straight answer on Virtual Reality?
A short call with a senior engineer, before you write a brief. If Virtual Reality is the wrong answer for your situation, we will say so and tell you what we think is right.
What changes
Skill practised safely
A dangerous, expensive, or rare task rehearsed in immersion where a mistake costs nothing, with the measurable skill transfer and the cost and safety savings that make VR training worth its hardware.
Decisions made at true scale
Stakeholders who have stood inside the building or beside the product before it was built, catching the problems that only reveal themselves at real scale rather than on a screen.
Comfortable enough to actually use
An experience with a locked frame rate and comfort designed in, so people wear it more than once. The difference between VR that changes an outcome and a demo that gathers dust.
Industries we serve
Domain knowledge changes what gets built. A few of the sectors we know before the first meeting.
How pricing works
- A discovery and feasibility engagement first, where the case for VR is genuinely uncertain, establishing whether immersion actually changes the outcome, who wears the headset and how many, what the content will really cost, and whether the value clears the hardware barrier, priced by the assessment, so you are not committing to a build before anyone knows it is the right tool.
- Fixed-scope build for a well-defined experience with a clear target platform and a bounded scenario, quoted once the problem, the comfort and performance budget, and the content scope are understood, with the content production cost named explicitly rather than buried, because it is often the largest single driver.
- Monthly senior engagement for evolving VR work. A training platform that grows new scenarios over time, a visualisation tool that keeps pace with a design as it changes, or an experience being extended to new headsets, where the work is ongoing rather than a single delivery.
- A note on content: immersive 3D content (models, environments, audio, animation), is genuinely expensive to make well, and it is frequently the biggest cost in a VR project rather than the engine work. We scope and cost it explicitly, because underestimating it is one of the reliable ways these projects run out of budget.
Typical timeline
- 01
Feasibility and framing
One to two weeks establishing whether immersion genuinely changes the outcome, choosing the target platform on real trade-offs, and sizing the content cost and hardware reach honestly, enough to decide whether VR is the right tool before committing to a build, and to say so plainly if it is not.
- 02
Comfort and interaction prototype
Building and testing the core interaction and locomotion on the actual headset, against a fixed frame-rate budget, to prove the experience is comfortable before any content is built around it, because comfort cannot be judged from a screen and is the constraint that decides whether the whole thing works.
- 03
Content and experience build
Producing or optimising the 3D content and building out the scenario, environment, and interactions inside the performance budget. The longest and usually most expensive phase, iterated on the real headset rather than a monitor, because VR has to be worn to be judged.
- 04
Deployment, analytics and handover
Deploying to the target devices and distribution route (store or managed rollout), wiring in analytics on how the experience is actually used, and handing over something your team can operate, extend with new scenarios, and target to further headsets.
What working with us actually means
Senior engineers only
VR is easy to demo and hard to ship, and the gap is full of judgement calls a video cannot show you: where the comfort risk lives, what the frame-rate budget really allows, which locomotion model suits this scene, whether immersion earns its cost here at all. The people building your experience have taken VR past the demo, felt what a dropped frame does to a user, and shipped things people actually wear. No juniors discovering on your project that a screenshot lied about the frame rate.
We operate what we build
We run the VR experiences we ship, so the things that only surface after launch. The comfort edge case a particular user hits, the scene that drops frames on one headset revision, the scenario that needs extending: are designed for from the start rather than discovered when adoption stalls. We build for the experience being worn repeatedly by real people, not passing a one-off demo.
Honest about where VR belongs
We will tell you when your use case genuinely needs immersion (training, simulation, visualisation, presence), and when a cheaper 2D application would serve you better. We do not sell the metaverse hype, we price the hardware barrier and the content cost honestly, and we would rather talk you out of a headset than build you an impressive demo nobody puts on twice.
Comfort and performance as first principles
We treat the frame-rate budget and motion-sickness comfort as the foundation of the build, not a polish pass, designed in from the first interaction and tested on the real headset with real people. That is the difference between a VR experience that changes an outcome and one that makes users ill and gets left in a drawer, and it is where most projects quietly go wrong.
How to engage us
Three ways to work with us on this, chosen to fit the problem, not our margin.
- Dedicated team A standing team that works only on your product, in your rituals and your tooling. Best when the roadmap outlives the project. Ongoing product development
- Staff augmentation Named senior engineers embedded into your existing team, reporting into your leads. Best when you know what to build and need capacity. Filling a capability gap
- Software outsourcing A defined outcome delivered end-to-end by an accountable team. Best when you want the result owned, not just the hours filled. Outcome-owned delivery
Related services
Part of Digital Transformation. Other work we do alongside this.
- Digital Transformation (overview)
- ERP Development
- CRM Development
- Business Automation
- Blockchain Development
- IoT Development
- Call Center Setup
- Robotic Process Automation
- Digital Wallet Development
- dApp Development
- Smart Contract Development
- NFT Development
- DeFi Development
- Augmented Reality
- Metaverse Development
- Firmware Development
- FPGA Design
Common questions
How do we know VR is actually the right tool for this, and not just a novelty?
By testing one specific question honestly: does being physically present in the scene (at true scale, with your hands, unable to look away), produce learning, a decision, or an experience that a screen genuinely cannot? For training a dangerous or expensive task, walking a building before it exists, or sharing spatial presence remotely, the answer is often a clear yes, and the evidence for skill transfer and cost savings is real. For a great deal else it is no, and a well-made 2D application would serve better for a fraction of the cost and none of the hardware friction. We establish this in a short feasibility engagement before you commit to a build, and we will tell you plainly if VR is the wrong tool. The worst outcome is an impressive experience nobody wears twice.
What causes motion sickness in VR, and how do you prevent it?
Mostly a mismatch between what the eyes see and what the inner ear feels. When the view moves in a way the body did not (continuous artificial locomotion is the classic culprit), or when frames arrive late so the virtual world lags your head, the brain reads the conflict much as it reads a toxin, and the result is nausea. We prevent it by treating comfort as engineering, not polish: holding the headset’s frame rate as a hard budget from day one, choosing locomotion that does not induce sickness such as teleport or comfort-tuned movement, keeping a stable reference frame, and offering comfort options for sensitive users. Crucially, we test all of this on the real headset with real people, because a screen cannot show you what the medium does to someone wearing it, and a comfortable-looking demo can still make people ill.
Should we build for standalone headsets like Quest, or tethered PC VR?
It depends on the trade between reach, fidelity, and cost, and it is a genuine decision with no free answer. Standalone headsets like Meta Quest or PICO are portable, self-contained, and far easier to deploy at scale (no PC needed), which usually wins for training and anything worn by many people, but the device is a mobile-class chip, so the performance budget is tight and scene complexity is limited. Tethered PC VR gives you a workstation GPU and the visual quality and complexity that come with it, which suits high-fidelity visualisation, but every user needs a capable PC, which limits reach and raises the per-user cost. Apple Vision Pro is a third option where its fidelity and ecosystem fit. We choose on your real constraints, how many people, what fidelity the task needs, what distribution you can support, rather than on which headset is most talked about.
Why is VR content so expensive to make, and where does the cost go?
Because a convincing immersive experience is made of a lot of hand-crafted 3D (models, environments, materials, audio, animation), and all of it has to run inside a strict real-time budget, which means much of the work is not just making the content but optimising it so a rich-looking scene still holds its frame rate on constrained hardware. Content production is frequently the single largest cost in a VR project, larger than the engine engineering, and underestimating it is one of the reliable ways these projects run out of budget. We scope and cost it explicitly up front rather than assuming it away, and where we can we reuse existing assets (importing and optimising CAD or BIM geometry for visualisation, for instance), to keep the production cost proportionate to the value.
Isn’t the hardware barrier a problem, will enough people actually use this?
It is a real constraint and we plan for it rather than wish it away. Headsets cost money, need setting up, and are worn one person at a time, which genuinely limits reach and puts a per-user cost against the benefit. VR does not scale the way a web page does. That is exactly why it suits some uses far better than others. High-value, focused uses: training a workforce on expensive equipment, letting a design team and client review a building, running a therapy or education programme, clear the barrier easily, because the value per headset is high and the number of users is bounded and known. Broad consumer reach, by contrast, is where the hardware barrier bites hardest, and it is a large part of why we are sceptical of the metaverse hype. We weigh the reach against the value honestly at the feasibility stage, so the hardware cost is a decision you made with open eyes, not a surprise later.
Thinking about Virtual 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 Virtual Reality is the right answer here, or what would be.
- 01A senior engineer reads it. Not a form queue, and not an account manager.
- 02We reply either with questions or with a straight answer that we are not the right fit.
- 03If it looks like a fit, a technical call with the person who would actually run the delivery.
- 04Then scope, effort and risk in writing, before anyone signs anything.