Where immersive worlds meet human intuition
We built Gorbanesul in 2025 because spatial computing deserved better than clunky menus and guesswork. Our work bridges the gap between technical possibility and what people actually need when they put on a headset.
Talk to us about your projectBuilt by designers who code
Half our team started in traditional UX. The other half came from game development and 3D art.
That mix matters when you're designing for spaces where a poorly placed button can cause motion sickness.
What drives our approach
We prototype everything in actual hardware before a single pixel goes to production. Screens lie about depth perception. Headsets don't. Every interface we design gets tested on at least four different platforms because what works in Quest rarely translates to Vision Pro without adjustment. We've learned this the exhausting way — through late nights fixing interaction models that seemed perfect in Figma but fell apart when people tried to grab them mid-air. Our process involves building throwaway prototypes, testing them with people who've never used VR, then rebuilding from scratch based on what broke. Comfort zones don't exist here. If an interface pattern feels familiar, we probably need to rethink it for spatial context.
Shaping experiences alongside you
Ingrid Sørensen
Spent eight years at a game studio before shifting to AR. Obsessed with hand tracking precision and why nobody can agree on what "natural gesture" means.
Takumi Oshiro
Builds UI frameworks that adapt to lighting conditions and user movement. Former architect who got tired of designing things that don't respond to people.
Elif Yalçın
Bridges concept and reality using Unity and Unreal. Has strong opinions about haptic feedback timing and won't compromise on frame rates.