Immersive experiences and gaming
We design and build spatial experiences and games for Apple Vision Pro, VR, XR and the browser: environments you move through, objects you can reach, and sound that sits in the room with you.
What we build
Vision Pro apps
Native visionOS experiences: immersive environments, interactive objects, volumetric scenes and spatial audio, shipped through the App Store.
Spatial audio
Music and sound placed in three dimensions, mixed to move with the listener. This is where our music and immersive work meet.
Interactive worlds for the web
Real-time 3D in the browser: WebGL scenes, drawn environments and WebXR where the project calls for a headset-optional version.
Games
Playable worlds for the headset and the browser: places to walk, objects to use, things to do.
Music-driven experiences
Albums, releases and performances rebuilt as places. The artist's identity stays intact; the room is built around it.
Work / Apple Vision Pro
Baby Yors for Apple Vision Pro

A spatial listening experience built around the album AMERICANO DOBLE. Six objects in an immersive environment open six tracks; version 1.1 added the "Haunted House" music video inside a nighttime environment.
Own project. Built in spatial audio for Vision Pro by Eleven Three LLC. Artist: Baby Yors (Marco Palou). Development capture, March 2026. Free on the App Store.
Work / Games
The Sandbox
Two experiences in The Sandbox.
Own project. Design and creative direction by Marco Palou. Built by GATS.
Work / Worlds for the browser
The Future Came
Any Moment NowAn immersive installation. A room with three projected walls, a desk, paper, a pen and headphones.
AngelsAn immersive installation for one person. A green door, a red path, a hand reaching out from the wall.
The Second VoiceA performance environment for music, movement and spoken text. Silent staging study.
Digital studies of proposed installations. Each one opens in the browser.
Own project. Homo Artis series by Marco Palou. thefuturecame.com
How it goes
Scope the room
What the experience is for, who enters it, and on which device. We agree on platform, scope and deliverables before design starts.
Prototype in the headset
A rough, playable version early. Scale, comfort and sound placement are decided in the device, not on a slide.
Build and tune
Environments, interactions and audio brought to a finish, tested across sessions for comfort and performance.
Ship and support
App Store submission or web launch, with the handoff files and a path for updates.
Have a world in mind?
Send the idea, a reference or two, and the platform you are aiming at.
Music scoring and production
Scores composed to picture and songs produced with artists. We work with Igloo Music in Los Angeles.
Next stop: music scoring and production