VR withoutmotion sickness
UkemiXR builds VR technology that removes motion sickness, so games and training can finally move fast.
Film coming soon
Motion sickness, solved.
less motion sickness than standard VR. Same players, same game.
Then we made the impossible playable.
From idea to headset, mostly automated.
That's how a small team ships like a big one, and how impossible experiences reach VR fast.
- 01Idea
- 02Generated level
- 03Comfort plugin
- 04AI playtest
- 05On the headset
Real places. Real speed. No sickness.
3D Gaussian Splatting and world models can now capture any real place, or generate a new one. Our tech makes those worlds walkable for everyone: real collision, no motion sickness, one link. Pick a place and try it now, in your browser or on a Quest.

Drills at real speed
Evacuation and defence training in the real building.
Visit before you go
Galleries, gardens and heritage sites, easy for first-timers.


Viewings that feel real
One button on a listing opens the home in VR.
Twenty years in the making.
Games industry meets VR research.

Professor at Aalto. 25 years of games and XR research, 100+ papers. Co-founded Valo Motion.

20+ years at Sulake, Rovio and Ubisoft. Founded five companies.

Leads Souls-VR, the dodge-rolling research behind Don't Stop Rolling. PhD on VR gameplay and movement.

VR interaction researcher. Published on presence and communication in VR.

Game artist and 3D generalist. Runs our AI-assisted art pipeline.

AI development, level and product design. Builds Project Kinesis, our AI tooling and this website.

Sound designer for our games, and runs our films and media.