Boss fight from our soulslike VR game

VR withoutmotion sickness

The world is going spatial.
UkemiXR builds VR technology that removes motion sickness, bringing impossible experiences to life.

See our games
Boss fight from our soulslike VR game Film coming soon
01 · Technology

Motion sickness caps the market.We solved it.

less motion sickness than standard first‑person VR. Same 38 players, same task.4

10 / 10
players felt zero nausea in full-body VR action4
3× less
sickness with our camera cut than a smooth camera, mid dodge-roll1
Patent pending
FI20257054
02 · Games

Then we made the impossibleplayable.

Game 01 · Prototype

Akashi Soul

Soulslike boss fights with a tight, punchy combat loop. The dodge roll used to make VR players sick. Now we're bringing it to Souls fans.

SoulslikeFull-body melee
Cycle Path concept: telekinetic combat in a brutalist containment hall
Game 02 · In development

Cycle Path

Explore the eerie Department of Personnel Lifecycle. Wander a stunning, unsettling world without motion sickness, and fight back with hand-gesture action shooting.

New WeirdHand-gesture & controllersMade for Meta VR Glasses ↗
03 · AI-native production

Funded. Protected.AI‑engineered.

Models change. Our stack compounds. We don't just use AI tools, we build our own.

2025 · FundingBusiness Finland R2B grant

Funding to turn 20 years of Aalto VR research into a company.

Non-dilutive
2026 · IPPatent as the licensable moat

The comfort method behind our games: patent pending, and licensable to other studios.

Patent FI20257054
May 2026 · PipelineAI-native dev pipeline

Humans decide, agents build. A harness of our own keeps them in sync and token-efficient.

10+ small PoCs · 2 production-scale games
Test agent playing a VR game
Aug 2026 · TestingUkemi Agent playtesting

A vision model plus a fast decision model: reflexes to play, reasoning to judge. Every code change gets a playtest, closing the AI game-dev loop.

Playtest on every change
2026 · PlatformPanel Play

Turns any game into a mode players can comfortably enjoy in VR: a floating window into the game, right in your room.

Any game, VR-ready
2026 · AnimationIn-house full-body VR IK

Full-body avatars driven by the headset and controllers, built in-house.

Exhibitions
Training
Home tours
Experiences
Oct 2026 · For businessUkemi XR Spaces for business

Real spaces captured with 3D Gaussian Splatting, walkable with no motion sickness. Tours, exhibitions, training and more, right in the browser.

Live now · try it below
04 · Industry

Bring any space. We make it walkable.

Drop in a 3D scan, a model or a generated world. We turn it into an XR experience anyone can walk, from a link or a headset, with no motion sickness. Preview a site, open a show, or build something new with us.

ukemixr · art gallery● Live · 3DGS
Keyboard & mouse here · open this page in a headset for VR
Scanned art gallery
Capture by Alejandro Nevárez, CC BY 4.0
Exhibitions

Exhibitions without borders

Reach visitors who can't travel. One link opens the full show.

Industry

Plant site preview

Walk a factory or plant at true scale before you build, move or install.

Scanned locomotive depot as an industrial site
Capture by simonbethke, CC BY 4.0
Scanned botanical garden lit by thrown comets
Capture by Simon Bethke, CC BY-SA 4.0
Interactive

Experiences people share

Turn any scan into a playful attraction for venues, brands and events.

Training

Drills in the real building

Evacuation and safety training on site, at real walking speed, with no motion sickness.

Capture by simonbethke, CC BY 4.0
Custom XR

Have a space or an idea?

Send us a scan, a model or just a brief. We build the XR experience, ready for anyone from a link or a headset.

Build yours with us →
Research100+ publications since 2005

Twenty years of research.

2025[1] FDGSouls-VR: Dodge-Rolling in Virtual Reality ↗
2026[2] CHI PLAYAccepted paper, to appear
2024[3] UISTSIM2VR: Towards Automated Biomechanical Testing in VR ↗ 2020[4] CHI PLAY3PP-R: Natural Movement in 3rd Person VR ↗
2005[5] CHIKick Ass Kung-Fu: martial arts in artificial reality
TeamAalto University · Espoo, Finland

Games veterans meet VR scientists.

Perttu Hämäläinen
Perttu Hämäläinen
Research lead

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

Jyri Partanen
Jyri Partanen
Business lead

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

Markus Laattala
Markus Laattala
Tech & design lead

PhD on VR gameplay and movement.

Markus Kirjonen
Markus Kirjonen
Researcher · LIT-VR inventor

VR researcher. Published on motion sickness and movement in VR.

Hedieh Abdolvahabi
Hedieh Abdolvahabi
Visual & UX lead

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

Jinda Li
Jinda Li
Creative technologist

AI development, game and product design. Builds Cycle Path, our AI tooling and this website.

Yu-Jung Liu
Yu-Jung Liu
Project V inventor · Sound lead

Leads "Project V" development. Sound designer and media editor for all prototypes.

Hiring after the seed roundJoin us →
You?
Engineers · artists · designers
Looking around

Desktop / mobile

WASD move · Shift run

QE turn · drag to look

[] walking speed

Mobile: left half joystick, right half look

VR headset

Left stick: walk

Right stick: turn

A steady cuts / first person

X/Y menu · trigger to select