Seven practices. One architecture discipline.
Every practice runs on the same method: define the contracts first, build against them, automate the release, and stage cost against measured load. Healthcare is where we apply it most.
Healthcare Technology
Integration and interoperability architecture, mixed reality for clinical training, gamified therapy, and security review for platforms that hold personal health data.
- Integration and interoperability architecture
- Clinical training and collaboration in mixed reality
- Digital therapeutics and gamified adherence
- Security and data protection review
Vision AI
Camera to inference server to world-anchored guidance, on headsets and edge devices. Remote assistance with expert annotation.
Explore →03Spatial Computing
Location-based AR, visual positioning, spatial anchors and asset pipelines from CAD to headset-ready content.
Explore →04AR, VR and XR
Cross-platform headset clients and WebXR natively or through the browser. One codebase for phone, browser and headset.
Explore →05AI Consultancy
Applied LLM and agent architecture, conversational agents that escalate into 3D and AR, and phased cost models.
Explore →06Enterprise Architecture
Solution architecture, security audit, cloud and delivery pipelines, technical due diligence and fractional CTO leadership.
Explore →07Game Development
Unity and MonoGame engineering, console build pipelines and UI systems, from a studio that maintains the tools.
Explore →Seen running, not described.
Three working systems, across healthcare, manufacturing and beyond: one production product built with a named partner, and two demonstration vehicles wholly owned by ZenithMoon Studios. Each shows capabilities you can commission, with results described and build details withheld, as are client names.

AI Vision Training Platform
Guided XR training with live remote expertise, for any industryA technology platform for hands-on training: step-by-step instructions in the wearer’s view, targets anchored to real objects by a vision system, and a remote expert who draws into the trainee’s world. Demonstrated in manufacturing, adaptable to almost any industry.
See the demonstration →
Anatomy Atlas XR
Life-size anatomy in mixed reality, on an advanced asset pipelineA full adult reference anatomy at life size in the room, selectable and dissectable, on a pipeline that brings millions of source triangles inside a standalone headset’s budget.
See the demonstration →
Pale Signal
Proving ground for a cross-platform WebXR frameworkA discovery game built as a proving ground for the Reality Collective WebXR framework. Almost none of its code knows which platform it is running on, new platforms are added to the framework, not to the game.
See the demonstration →Four phases, in order.
Each phase ends with something you can hold. You can stop after any of them and keep everything produced so far.
Discover
Understand the estate, the constraints and the regulatory context. Prove the risky part on real devices.
- Findings report
- Working prototype
- Cost model for production
Architect
Define every domain as a contract before a screen is built, so teams work against mocks from day one. Review security and data protection.
- Reference architecture
- Interface definitions and mocks
- Security review and risk register
Build
The first production version, built by the architect who designed it, with release automation from the first commit.
- Production release
- Automated versioning and publishing
- Handover documentation
Operate
Fractional architect or CTO. Roadmap, governance, cost triggers and mentoring for the team that runs it, with spend staged against measured load.
- Roadmap and governance
- Cost trigger reviews
- Hiring and mentoring
Your project starts from proven components.
We build with open source technologies and maintain several of our own, so your project builds on well-defined, versioned components with production use behind them. Your project itself is never shared. What we build for you stays yours.
Reality Collective
A dependency-injection service framework and toolkits for Unity and TypeScript XR. Application logic is written once and tested on a desktop without a headset, then runs on three.js, Babylon.js and Meta’s Immersive Web SDK.
Unity UI Extensions
The original uGUI control library for Unity. Layouts, effects, inputs and widgets that Unity teams would otherwise build from scratch.
Unity UI Toolkit Extensions
Ready-made controls and starter templates for Unity’s UI Toolkit, released as version 1 in September 2026.
Tell us about the estate, the device or the problem.
Email a few lines about what you are trying to do. We will reply with what we would look at first.
