ShapesXR
ShapesXR is a company.
Financial History
Leadership Team
Key people at ShapesXR.
ShapesXR is a company.
Key people at ShapesXR.
Key people at ShapesXR.
ShapesXR is a collaborative spatial design and prototyping platform that democratizes 3D content creation for XR (extended reality) applications, enabling non-technical users like designers, product owners, and business stakeholders to ideate, prototype, and communicate immersive experiences without coding or game engine expertise[1][2][3][4][5]. It serves enterprise teams, indie developers, educational institutions, and Fortune 500 companies such as Orange, Mondelez, Chanel, Microsoft, Logitech, ByteDance, Qualcomm, and Meta, solving key challenges in spatial computing like high barriers to entry, lengthy iterations, and poor stakeholder alignment by offering intuitive VR/AR/MR tools for rapid prototyping, real-time collaboration, and mixed-reality testing[1][2][3][4][6]. The platform drives growth through an $8.6 million seed round in 2021 (with investors like HTC Vive and Supernode Global), a free tier on Meta Quest, team/enterprise plans, and ongoing development of ShapesXR 2.0 with UI design and cross-platform features, positioning it as an industry standard for XR UI/UX[4][5].
Founded in 2021 by Inga Petryaevskaya (CEO), ShapesXR emerged to address the technical skill barriers hindering VR/AR adoption, allowing product teams to "body storm" apps, prototype user interfaces, and pitch designs spatially[4][5]. Petryaevskaya's vision stemmed from VR's transformative potential in collaboration and product design, leading to a platform built for accessibility from the start, with early focus on XR-native tools like Figma integration and Unity export[3][5]. Pivotal early traction came from enterprise adoption (e.g., reducing development time for clients like Microsoft) and the 2021 seed funding, which fueled expansions like MR capabilities on Meta Quest Pro and a design database to accelerate spatial computing[1][4][5][7].
ShapesXR rides the spatial computing wave, capitalizing on advanced XR hardware like Meta Quest Pro's passthrough and stylus for intuitive MR prototyping amid rising AR/VR adoption in enterprise training, product visualization, and app design[1][4][6][7]. Timing aligns with market forces like XR-native UI/UX demand, as predicted by investors, and hardware maturity enabling non-experts to design for smart glasses or facility layouts[1][4]. It influences the ecosystem by bridging design-engineering gaps, fostering indie studios/education (e.g., students prototyping in weeks), and accelerating "killer apps" through shared knowledge databases, ultimately lowering entry barriers to drive widespread 3D content creation[5][7][9].
ShapesXR is poised to become the de facto standard for spatial UI/UX design, with ShapesXR 2.0 emphasizing high-fidelity prototyping, cross-platform access, and customer-driven features like advanced UI tools[5]. Trends like XR hardware proliferation and enterprise digital twins will amplify its momentum, evolving its role from prototyping tool to full spatial collaboration hub. As adoption scales, expect deeper integrations and AI-enhanced learning models, solidifying its mission to make everyone a visual storyteller in 3D—echoing its founding goal of democratizing immersive design[4][5][7].