Company: MixRift
Founder: Bobby Voicu
Website: https://www.mixrift.com/
About MixRift
Tell Us About Your Business:
MixRift is a pioneering mixed reality gaming studio – born from a collaboration with my co-founders: David Pripas, CPO and Andrei Vaduva, our CTO.
We’ve identified a significant gap in the market where user demand for MR experiences is surging, but a distinct lack of high-quality MR games available. This disparity presented an unmissable opportunity that we’re poised to address.
The mixed reality market is booming; you just have to look at the hardware available to your average consumer. The Meta Quest 3S is only $299 making the barrier to adoption really low – which is great for a company like MixRift.
In fact, the market projections underscore our vision: the global MR market is forecast to reach $58.3 billion by 2030, with an impressive CAGR of 71.3%. This growth is largely driven by tech giants like Meta and Apple. Meta has reportedly sold over 20 million Quest headsets, demonstrating that consumers are eager to embrace this technology when priced appropriately.
Our aim isn’t just to ride this wave of innovation but to shape it. Our ambition is to fill the void in the MR gaming landscape with captivating, immersive experiences that push the boundaries of what’s possible in this exciting new medium.
What challenges have you overcome?
As a whole, some of the bigger players are retreating from the MR space, which could present an obstacle for widespread adoption. But there are still opportunities across the industry.. Despite tech giants retreating from their XR commitments, the real innovation is happening at grassroots level. This retreat by tech giants clears the field for nimble players. Apple’s struggles stem largely from the Vision Pro’s price tag, allowing for cheaper alternatives like Meta’s Quest. Minecraft’s exit from VR shows how big gaming companies are backing away to focus on safer bets like the PS5. We’ve seen this pattern before in mobile gaming – innovative companies built that market from scratch before the big acquisitions started rolling in: King for £4B, Playdemic for £1.1B, and Glu Mobile for £1.7B. But XR is different. Today’s start-ups can build specifically for this transformative medium instead of just adapting old games to new screens.
What impact on the industry has the company had?
We’ve cultivated a unique approach to game development that places user feedback at the core of our innovation process – rather than investing extensive resources into a single, potentially disconnected gaming title, we’ve embraced a philosophy of rapid prototyping and iterative improvement.
Developing agile practices enable us to swiftly create and release game prototypes. Sophisticated analytics and direct user feedback identify which concepts resonate with our audience, so we can quickly monitor the impact of the games. This approach helps to form data-driven decisions, where to focus development efforts, consequently backing proven concepts or quickly pivoting away from ideas that fail to gain traction. This strategy optimises our resource allocation and ensures that we’re consistently delivering experiences that our users genuinely desire.
Overall, our ability to react at speed means we stay at the forefront of MR trends – providing greater focus on user preferences and improved technologies, meaning MixRift remains a pioneer in mixed-reality gaming.
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