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Approach

The first touch point.

Every developer is already spending on reach: hoardings, portals, performance ads, channel partners. The leads arrive. Almost nobody measures how many of them ever stand on the site.

The number that moves everything downstream.

Count the enquiries that become site visits. For most projects it is a small fraction, and every stage after it inherits that number. The marketing spend is sunk, the sales team is hired, and the only missing step is the visit.

Move that fraction and nothing else in the funnel has to change. More people walking the site means more conversations for your closers, from the same spend and the same team.

A buyer books the visit when they can already picture the place. A brochure does not get them there. Standing inside it does.

It is the number we design against.

What changes in the sales lounge.

Today

  • The buyer arrives cold and the first twenty minutes go on orientation.
  • Your team recites square footage and balcony counts.
  • The buyer cannot picture the fourteenth floor, so nothing moves.

With a walkthrough

  • The buyer has already been inside before they arrive.
  • Your team answers questions instead of describing floor plans.
  • The conversation starts at price and possession.

Three routes, decided by what already stands.

  1. 01

    Before it is built

    We rebuild the project in 3D and your team demos it on a machine we supply. It runs offline, so a basement site office with no signal behaves the same as a launch stage.

    Unreal Hero Walkthrough
  2. 02

    For sharing

    Interiors you send as a link. It opens on a phone on the drive home, and the buyer switches finishes and furniture while they look. Nothing to install.

    WebVR Interiors
  3. 03

    After it is built

    We bring the camera to the property and capture it as it stands, in its real light and real finishes. Built for finished inventory, show flats, hotel suites and retail floors someone is weighing from another city.

    Matterport Virtual Twin

How a project runs.

01

Scope

We come back with what is worth building, what it costs, and a delivery calendar that works backwards from your launch.

02

Build

Modelling, materials and lighting, with a review checkpoint every week or two rather than at the end. Changes are cheap while the scene is open and expensive once it is locked.

03

Hardware

For offline builds we specify the machine against your scene, buy it, configure it and hand it over on the same invoice.

04

Handover

A training module ships inside the software, so your team can run a demo without us in the room. Thirty days of bug fixes after delivery.

Built here, not brokered.

Spazi used to put parts of this through outside studios. We don't any more. Modelling, lighting, capture and delivery run in-house, which makes the timelines above ours to hold. For capture outside our cities we train and equip operators against a written procedure.

What we need from you.

  • Architectural drawings, or an address if it's already built.
  • The unit mix and whatever material direction exists.
  • A launch date.
  • One person who can approve at checkpoints.

If some of this doesn't exist yet, send what does.

FAQ

Questions we get asked in the first meeting.

Bring your enquiry-to-visit number.

We'll tell you what a walkthrough can do to it, and what it cannot.

Start a project