Retail & Sales
Boost your sales and brands
Display your products in interactive 3D in apps, online and in-store. Build virtual stores. Create interactive customer experiences, Virtual Reality zones and games for retail.
Adidas Virtual Footwear Wall: thousands of products on one touchscreen. Overcome the physical limitations of your retail space by virtualizing your products.
Lego Digital Designer: an interactive product experience and virtual store.
Let your customers experience your virtual products, then buy the real article.
Near Global App: an interactive virtual room demo.
Search 'nearglobal' on the App Store to try it out.
Visualization & Training
Better communication and education
Visualize property and simulations. Build interactive information boards and maps for shopping centres, hospitals, offices and hotels. Create interactive instruction guides. Build training tools for complex environments. Deploy on any device.
Near London: city visualization and online retail, together at last
Earthsim: 200 light years across, centimetre precision
Film & TV
Video game quality visuals for your production processes
Our film and TV clients are confidential! There's not a lot we can say about our Hollywood movie studio client, but we can improve the output of your production processes by deploying video game technology to improve visual quality, just like we have for them.
Video games are our home territory. Our technology's
unique architecture is designed to support the unique use
cases of creative games.
BBC Dinosaur World
Coronel Indoor Kartracing
Jamie's experience at Reflections working on Driver and Stuntman gave him the opportunity to cover many aspects of games production. Both titles received acclaim from the press, industry and games players alike, with Driver alone selling over 6 million units. At Qube, Jamie continued to work on game technology including advanced AI, camera and character control, physics and animation techniques. In 2003, Jamie took over the management of Qube's technology. In 2008, with Qube focusing solely on its technology business, Jamie took over the reins of the company from Servan.
David has worked for ten years in commercial and operations roles in engineering, tech and media businesses both in the UK and internationally. Starting out his career at BP, he has since worked at Pavegen, a renewable tech start up, Housekeep, an online tech start-up and at Khanga Rue, an advertising agency in Dar Es Salaam, where he built the agency's profile within the Tanzanian marketplace. He brings his technical and marketing experience together in helping deliver Qube's mission: to bring video game technology to business.
In 1992 Servan founded RenderMorphics, a company specializing in cutting edge 3D graphics technologies. RenderMorphics rapidly became a world leader in its field with its Reality Lab technology. Microsoft bought RenderMorphics in 1995 to incorporate Reality Lab into Windows 95. Servan then headed up the DirectX 3D team at Microsoft responsible for integrating 3D Graphics into Windows 95. Servan founded Qube in 1998, to develop a technical solution to the scalability problems of realtime 3D middleware technologies.
Doug Rabson was co-founder and senior engineer at RenderMorphics. Doug was subsequently employed by Microsoft and was one of the main architects of the integration of the RenderMorphics technology into Microsoft Windows. Doug has had extensive experience in the fields of languages, compilers, real time systems and, more recently, in 3D graphics. Doug is a significant contributor to the FreeBSD operating system project and is a former member of the FreeBSD core team.
Versatile, high performance software developed by our team
Q Technology is the cross-platform framework for building and sharing interactive 3D applications, engines, tools and technologies. Q is already used in applications including video games, virtual worlds, architectural visualization and medical products on devices from smartphones to high-end PCs.
Everything in Q is built using plug-ins. Whatever your project calls for, it can be achieved cleanly and efficiently, by combining standard and custom plug-ins, and configuring Q's data pipelines to support or improve existing workflows.
Q's plug-in model opens up new ways to build and monetize real-time 3D software: license plug-ins from other developers to accelerate development; license on the plug-ins you develop to recover costs.
With Q, you can unify the tools and runtimes for all your projects on a single software platform, without compromising your creativity. Contact us for more information.
Q is game middleware for business applications, including video games. It's the result of everything we've learned through our history, creating Reality Lab at RenderMorphics, and Direct3D at Microsoft, working with game developers and hardware vendors whilst integrating real-time 3D into the world's biggest selling operating system.
As well as a host of standard engine features, Q sports cutting-edge capabilities rarely found in even in high-end custom game engines:
A list of features misses Q's real innovation.
Even for a low level renderer like Reality Lab, the real problem for middleware has always been the difficulty of customization, with each developer wanting a different set of new features in the next version.
With Q's flexible plug-in framework, we have solved that problem: we've given developers the power to customize the middleware, without forcing them to first master Q's source code.
Q's framework allows developers to rapidly specialize the middleware to address their specific needs by adding custom plug-ins at any level. Standard plug-ins can be mixed and matched with a developer's own plug-ins, making it easy, for instance, to add a custom scene management plug-in which both takes advantage of game specific knowledge, and also builds on standard components to stream its assets.
The upshot is that plug-ins can be easily shared across studios, and even licensed on to other Q developers. We believe Q heralds a new generation of middleware, one which provides a host of useful features, but also makes it easy for developers to customize so they can make the hardware do what they know it can.