[EINAI]selected work
Sector 02Virtual production & real-time XR

Sector 02 · Virtual Production

Not a rack of licences. A stack we own, built, and operate. Hardware on the floor, models we trained, and the pipeline code that ties them together. Few rooms anywhere run this.

01

On the stage

virtual production
  • Mōsys StarTrackerOptical camera tracking. Markerless, instant, broadcast-grade.
  • Unreal EngineDeep, heavy in-house expertise, real-time worlds, nDisplay, LED-volume & in-camera VFX, virtual cameras.
  • Lens & colour calibrationLens grids, sensor profiling and genlock so the virtual matches the real to the pixel.
  • LED-volume workflowFrustum render, set extension and live compositing, reshape the world between takes.
02

Our agents & models

ai we own
  • Proprietary modelsFine-tuned, identity-locked and task-specific, trained in-house for the jobs off-the-shelf models can’t hold.
  • Agentic systemsGoal-in, result-out. Our agents plan, call tools, read their own output and re-plan, they run processes, not prompts.
  • Agents that build softwareWe use our own agents to write custom tools, internal pipeline, and full SaaS products end to end.
  • ML systems & opsTraining, evaluation, serving and orchestration, the unglamorous spine that makes the rest reliable.
03

Finishing

post & comp
  • NukeNode-based compositing, plate integration, projection, clean-up, STMaps and deep finishing at 4K.
  • ACES colour pipelineScene-referred, one show LUT across stills and motion so everything reads as a single shoot.
  • Sound, scored & masteredOriginal score, room-matched design, mixed and mastered in-house, not a library track.
04

Engineering

code & systems
  • Full-stack softwareFrom custom internal tooling to client-facing SaaS, designed, built and operated by us.
  • Custom pipeline & trackersOur own render pipeline, asset and shot trackers, and automation glue between every tool above.
  • BlockchainTremendous hands-on experience, contracts, provenance, on-chain systems and the infra around them.
  • Real-time & graphicsEngine-level work, shaders and GPU pipelines for the things that have to run live.