Industrial XR
Remote-assist and guided-servicing apps for headsets and smart glasses: live video, expert annotations, CAD overlays anchored to real machines.
Limbheim R&D is the engineering lab of Limbheim Studio. We take the real-time 3D craft behind stylized AAA game art and turn it into tools, pipelines and XR products — for games and for industry.
Every track is grounded in something a game studio already does daily — assets, engines, rigs, pipelines — then pushed into new territory.
Remote-assist and guided-servicing apps for headsets and smart glasses: live video, expert annotations, CAD overlays anchored to real machines.
CAD-to-engine conversion, asset optimisation, LODs and stylized look-dev — the studio's Unreal and Unity know-how, packaged for products.
Mesh-rig tooling, mocap-to-rig retargeting and procedural motion that shortens the path from concept art to an animated character.
Locally-run generative and vision models that support artists — reference, cleanup, segmentation, recognition — never replacing the hand-made style.
Scheduling, multi-objective optimisation and simulation — from game economy and win-distribution tuning to studio capacity planning.
Multi-step AI pipelines and tool-using agents that plan, call services and hand work back to people — for content production, QA, research and back-office automation.
Hardware that moves and senses: embedded control, sensors, CAD and 3D-printed mechanisms, and the software and XR interfaces that drive them.
Internal portals that run a distributed art team: talent, production tracking and review — tested daily on Limbheim's own crew.
Most engineering teams can stream video or load a model. Few can make 3D content that is readable, lightweight and beautiful on a headset at 72 fps.
Limbheim has spent years delivering stylized characters, environments, VFX and Unreal integration for titles such as Diablo IV, Dota 2 and Eternal Strands. The R&D lab puts engineers directly beside that production line.
Early, honest, measured. Each prototype has a stage gate: keep going, change approach, or stop.
Remote expert assistance for precision-equipment servicing: headset video and audio, expert web portal, CAD and manual lookup, 2D annotations, and a spatial track for overlays anchored to the machine — with tracking confidence always visible.
Photo-to-panel pipeline on Meta Quest with passthrough: an open-vocabulary detector identifies hardware components and answers questions only from verified source documents — no invented specs.
Generate → cut → skeleton → animate → spritesheet. A web pipeline that rigs 2D characters and symbols, with jiggle physics and video mocap assist.
Simulation and equalisation tools for game-maths and distributions, plus multi-objective scheduling methods drawn from academic logistics research.
Pick 2–3 real tasks, the riskiest assumptions and a measurable demo plan.
Short prototype on real hardware. Measure latency, drift, failure and recovery.
Go, change approach or stop — with data and a draft MVP backlog.
Bounded MVP with the studio's art team producing the content.
Tell us what you're trying to build. We'll come back with the riskiest question and how to test it cheaply.
Limbheim Studio is an external art production studio for video games, cartoons and commercials, known for hyper-focused stylized art. Limbheim R&D adds an engineering and science core that connects that craft to software, XR, AI, mechatronics and mathematics.
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The R&D lab shares people, pipelines and quality bar with the production studio.
Concept, style development, promo art and illustration for stylized projects.
Characters, props, environments and level art, grooming, handpainted texturing.
Unreal (Nanite, MetaHuman), Unity, cel shading, VFX and animation.
Case studies include Diablo IV, Dota 2, Eternal Strands and more.
80+ people, executive office in Ajman, UAE, with APAC operations.
Built around a narrow set of skills done exceptionally well.
Latency, drift and failure rates go in the report before any price does.
Content quality decides whether XR and 3D tools get used. We staff it like a game.
Models and data run on our own hardware where possible — private by default.
When tracking or AI confidence drops, the user sees it. No silent guesses.