Company
Our turnkey XR delivery process
Every Culenz project follows five stages, and each ends with your sign-off before the next begins. You see the work in the headset at every stage, so there are no surprises on launch day.
01 — Overview
The value of a fixed process
Immersive projects often have fixed dates, such as an event, a launch or a tender deadline. A clear process keeps everyone working towards that date.
Our five stages each end with your sign-off. Nothing moves forward until you are happy with the stage before.
That makes progress visible and keeps surprises small and early.
02 — What's included
What we commit to
One accountable team
The same team scopes, builds, installs and runs the project.
Reviews in the headset
You approve scale and layout in VR, not on slides.
Fixed deliverables
The scope document lists exactly what you receive.
03 — Key features
The Culenz process in depth
- 01
Stage 1: Scope the experience
We agree goals, audience, venue, devices and dated milestones on a scoping call. You then receive a written scope listing every deliverable.
The scope also names who signs off each stage on your side. Clear decision-makers keep the project moving.
If a simpler format would meet your goal, we say so at this stage.
- 02
Stage 2: Capture and storyboard
We gather your plans, CAD, BIM, photos, scans, brand assets or footage. Where needed, we visit the site to measure, scan or film.
A storyboard or rough 3D draft follows. You review it in the headset or on screen and approve the layout and flow.
Most costly changes are caught here, before detailed work begins.
- 03
Stage 3: Build in real time
Final models, materials, lighting, sound and interactions are added. Content is built in Unity, Unreal Engine, WebXR or the right tool for the format.
We test every build on your target device, such as a Meta Quest headset or a hologram box. We cut detail until it runs smoothly.
- 04
Stage 4: Integrate and rehearse
Headsets, hologram boxes, cameras, projectors or simulator stations are wired in and tested together. For events, we rehearse at the venue or a mock-up.
Live broadcasts get a full run-through of cameras, stitching, encoding and the venue network.
Rehearsal is where small problems are found and fixed, so the live day runs to plan.
- 05
Stage 5: Run and support
Our crew runs the event, or we hand over the installation with training for your staff. A review meeting follows soon after.
Permanent installations can move onto an annual maintenance contract. Response times and cover are written into it.
- 06
Reviews in the headset
You approve scale, layout and flow in VR, not on slides. Seeing the work at true scale prevents misunderstandings.
For holograms, projection and live streams, we review on the real display or at the venue where possible.
- 07
Change requests
Changes are normal, and we handle them openly. Each change request shows its effect on cost and schedule before you approve it.
Changes made early cost far less than changes made after the build stage.
- 08
Testing and comfort
Every build is profiled on the device it will run on. We test with first-time users before handover.
We never move the camera without the user's input, which keeps VR comfortable for new users.
- 09
Handover and documentation
At handover, you receive the final files, user guides and any recordings agreed in the scope. Staff are trained to run the experience day to day.
Handover documents list everything delivered, so your team knows exactly what you own.
- 10
Communication during the project
You get regular updates from your producer, with progress, next steps and any risks. Reviews are scheduled at the end of each stage.
Questions are answered quickly, and problems are raised early, not at the deadline. That keeps decisions in your hands.
- 11
Quality checks before every sign-off
Before each review, our team checks the work against the scope and on the target device. You see work that is ready to judge, not a rough draft.
Issues found in our own checks are fixed before you see them. Your review time goes on decisions, not bug reports.
- 12
Planning around fixed dates
Events, launches and tenders often have dates that can't move. We plan the schedule backwards from that date, with buffers for review and rehearsal.
If a date looks too tight for the scope, we say so on the first call. We then suggest what can be delivered well in the time available.
That honesty early protects the live day later.
04 — Our process
The five stages
- 01
Scope the experience
We agree goals, audience, venue, devices and dated milestones, and you sign off the scope.
- 02
Capture and storyboard
We gather plans, photos or scans and build a rough 3D draft for you to review in the headset.
- 03
Build in real time
We add final models, lighting and interactions, and test on your target device.
- 04
Integrate and rehearse
Headsets, hologram boxes or cameras are wired in, then rehearsed at the venue or a mock-up.
- 05
Run and support
Our crew runs the event or hands over the installation, followed by a review and maintenance plan.
05 — Why Culenz
One process across India and Dubai
Culenz is a virtual reality company with offices across India and Dubai. The same process applies wherever your project runs.
One producer stays with your project from scoping to handover.
- Founded in India
- 2019
- Hours of 360° VR streamed live
- 100+
- Visitors at the IT Day XR Dome
- 1,00,000+
- Offices across India and Dubai
- 3
06 — FAQs
Questions buyers often ask
What do you need from us to start?
A clear goal, your audience, the venue or device, and any existing CAD, BIM, brand assets or footage. A named decision-maker on your side for sign-offs keeps each stage moving on schedule.
How long does a typical Culenz project take?
It depends on the format and how much content is custom. An event rental with existing content moves faster than a custom VR simulator or museum. You receive a dated schedule with the written scope.
Who signs off each stage?
The scope names a decision-maker on your side for each sign-off. One clear approver keeps each stage on schedule and avoids conflicting feedback late in the project. Late changes then cost far less.
What happens if we need changes late in the project?
We assess each change and show its effect on cost and schedule before you approve it. Late changes are possible, but they usually cost more than changes made during storyboarding.
You may also need
- XR, VR, Hologram & Digital Twin Insights Blog
- XR Glossary: VR, AR, MR, 6DoF & Digital Twin Terms
- Press & Media Coverage, Awards and Brand Assets
- Careers in XR, Unity, Unreal & 3D Art in India
- DPR, Feasibility & Master Planning for Museums
- AMC for XR, Hologram & Museum Installations
- Book a Free XR, Simulator or Hologram Demo
Start your journey
Ready to enter the experience?
Book a free demo today and see what Culenz can build for your enterprise in India or Dubai.
