Short answer
RaftLabs built Worx Squad, a hybrid remote working platform for enterprise teams featuring immersive 3D meeting rooms and 2D virtual offices built with Konva.js, video and audio calls via WebRTC, task management, file sharing, and team engagement tools. The first version launched in 16 weeks and logged 3,000+ audio and video minutes in its first two beta weeks, with a 20% reduction in collaboration costs (founder-reported). Built as both a web app and Electron desktop application on React and AWS.
The situation
The shift to hybrid work left most companies running five separate tools (video calls in one app, tasks in another, files somewhere else, and team culture as a line item on the all-hands agenda). The problem was not the individual tools. It was that nothing felt like being in the same room.
Worx Squad's founder came to us with a clear brief: build a platform where distributed teams feel present, not just connected. That meant more than a video call button and a task list. It meant 3D meeting rooms with spatial audio, 2D virtual office spaces where you can see who is at their desk, and team engagement features that work without anyone having to force them.
We built the first version in 16 weeks. The founder reported that within two weeks of beta launch, users had logged 3,000+ audio and video minutes on the platform.
The hybrid complaint is specific: an hour commuting, fighting traffic, just to arrive at the office, put on noise-cancelling headphones, and sit on Zoom calls with people on a different floor. That is not culture. That is attendance. The missing piece was never another meeting tool. It was the informal presence of office life: seeing who is around, dropping by, the hallway conversation that never got scheduled.

Engagement
The Worx Squad engagement
- Product
- Worx Squad, a hybrid work platform: 3D meeting rooms with spatial audio, 2D virtual office spaces that stay open through the workday, task management, file sharing, team engagement
- Brief
- Build a platform where distributed teams feel present, not just connected
- Delivery
- 16 weeks to the first version
- Stack
- 3D rendering pipeline, Konva.js virtual office, Electron desktop app
- Status
- Beta launched. The founder reported 3,000+ audio and video minutes in the first two weeks
Before and after
What changed
- Teams communicated across three or four separate tools with no shared context, creating coordination overhead on every project
- No way to replicate the informal presence of office life: seeing who was available, dropping by a colleague's desk, spontaneous hallway conversations
- Project updates and task tracking happened in emails and message threads with no structured workflow
- In-office and remote employees had very different experiences of the same meeting or workday
- Building team culture remotely was treated as an event, not a daily practice
- Video calls, task management, file sharing, and team engagement all accessible from one platform with no context switching
- 2D virtual office spaces show who is present, who is in a meeting, and who is available for a quick call, giving teams the visual presence of an office floor, remotely
- Immersive 3D meeting rooms create a stronger sense of shared space during structured sessions than a standard video grid
- Task assignment, tracking, and updates flow through the same platform as communication, so nothing is separated from its context
- Team recognition and wellbeing features build culture as part of daily work rather than a scheduled event
What we had to solve
Building 3D meeting rooms that ran smoothly on enterprise hardware without specialist GPUs
3D rendering in a browser is performance-intensive. Enterprise laptops are not gaming machines. Building immersive 3D meeting rooms that loaded quickly, ran smoothly during an actual video call, and did not drain the battery of a MacBook Air required careful optimization of the rendering pipeline. The 3D environment had to feel real enough to justify its existence. A technically impressive but laggy experience would have been worse than a plain video grid.
Designing virtual offices people would actually inhabit rather than ignore
A 2D virtual office space is only useful if people open it and leave it open. If it feels like a novelty that requires effort to maintain, it becomes one more thing to ignore. We built the virtual office layer with Konva.js to be lightweight and persistent, always visible at the edge of the workday, not something you launch for a specific purpose. The design challenge was making the office feel effortless: always there, never something you have to actively use to get value from.
Proof
What the founder reported, and what this page can't claim
Beta figures reported by the founder. These are operator reports, not independently audited measurements.
| Result | What changed | Period or context | Evidence and limitation |
|---|---|---|---|
| Beta usage | 3,000+ audio and video minutes in the first two beta weeks | 3D meeting rooms and 2D virtual office spaces in use by distributed teams | Founder-reported |
| Collaboration costs | 20% reduction | Consolidated tools replacing separate subscriptions and coordination overhead | Founder-reported. No audited cost comparison was available for this review |
| Time to launch | 16 weeks to the first version | 3D meeting rooms with spatial audio, 2D virtual office, task management, file sharing, engagement features | Project-recorded |
the build
What we built
Worx Squad is built around the idea that hybrid work needs presence, not just communication. Every feature is designed to reduce the friction of distributed collaboration.
Structured sessions feel more natural than a standard video grid
Meeting rooms with spatial audio and 3D rendering create a shared sense of presence during structured sessions. Participants appear as avatars in the space, making conversation feel more natural than a standard video grid. The rooms are optimized to run on standard enterprise hardware without dedicated graphics.

Teammates see who's available for a quick conversation, without booking a meeting
A persistent 2D office map shows who is at their desk, who is in a meeting, and who is available for a quick call. Built with Konva.js, the office floor is always visible at the edge of the workday, not a feature you launch, but a layer of it. Teammates can drop in for informal conversation the same way they would in an office.

Project context stays in one place, no version confusion from separate tools
Tasks are assigned, tracked, and updated within the same platform as communication, so project context never gets lost in a separate tool. Files are shared directly in conversations and linked to the tasks they belong to, eliminating the version confusion that comes from keeping project management and communication in separate systems.

Recognition and wellbeing are part of the daily workflow, not a scheduled separate event
Peer recognition, achievement milestones, and wellbeing resources are built into the daily workflow rather than scheduled as separate events. Teams can celebrate wins, acknowledge contributions, and access support without leaving the platform.

The lesson
Presence is ambient, not scheduled
The virtual office only works if people leave it open. A 2D space that requires effort to maintain becomes one more thing to ignore, and a 3D room that lags on a MacBook Air is worse than a plain video grid. The design decision that mattered was making presence ambient: always visible at the edge of the workday, not something you launch for a specific purpose.
That is the difference between connection and presence. Connection is a meeting link. Presence is seeing who is at their desk, who is in a conversation, who is free for a quick word. The office was never the building. It was the awareness of the people around you. The platform had to reproduce the awareness, not the floor plan.
How it runs
- React
- The web platform needed to render 2D virtual office spaces, 3D meeting rooms, and real-time communication interfaces simultaneously. React's component architecture let us build each experience as a composable module without the performance overhead of a monolithic UI.
- Konva.js
- The 2D virtual office floor (showing who is at their desk, who is in a meeting, who is available) needed canvas-based rendering for smooth real-time presence updates. Konva.js gave us a performant 2D rendering layer without building a custom canvas engine.
- AWS
- A platform handling real-time video, audio, task updates, and file sharing simultaneously for enterprise teams required cloud infrastructure that could scale per-session without provisioning capacity in advance. AWS handled that elasticity.
- Electron
- Enterprise teams needed a desktop app that could run the virtual office alongside other applications without requiring a browser tab. Electron packaged the web app as a native desktop experience for both Windows and Mac with access to OS-level notifications.
Common questions
3D meeting rooms create a stronger sense of shared presence than a standard video grid, which can improve focus and make conversation feel less transactional during structured sessions. The trade-off is performance: 3D rendering in a browser is computationally heavier than standard video. For Worx Squad, we optimized the rendering pipeline so the rooms ran smoothly on standard enterprise laptops without dedicated graphics hardware. The result was an experience that justified its existence rather than being a technical demo.
A video call requires intent: you start it, someone joins, you finish it. A virtual office floor is ambient presence: it shows who is at their desk, who is in a meeting, and who is available, without anyone having to initiate anything. The value is in the casual visibility that replaces the informal collision of office life. In Worx Squad, this was built with Konva.js as a persistent canvas that stays open throughout the workday.
Enterprise teams benefit from the virtual office running as a persistent desktop application rather than a browser tab that gets closed. Electron packaged the web app as a native experience for Windows and Mac, with OS-level notifications, system tray presence, and the ability to run alongside other applications without competing for the browser. For a platform designed to be ambient (always open, not launched for a specific task), the desktop app experience matters.
Yes. The platform was built for hybrid teams but the virtual office and 3D meeting rooms are equally useful for fully remote teams. The presence indicators and drop-in conversation features address the same problem whether some people are in an office or none are. The task management and engagement features apply regardless of work model. The key requirement is that team members have reliable enough connectivity for video calls.
We delivered the first version (2D virtual office, 3D meeting rooms, video calls, task management, file sharing, and team engagement features) in 16 weeks. The full 24-week timeline included additional features added after the initial launch based on beta feedback. Platforms with fewer immersive features would typically take 12 to 16 weeks; adding complex 3D environments or deep calendar and HR integrations extends the timeline. Contact us to estimate based on your specific feature requirements.
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