Mobile AR features
Place-in-room previews and image-triggered content inside an iOS or Android app, using ARKit and ARCore.
AR and VR development
Augmented reality lays 3D content over the user’s surroundings. Virtual reality replaces them. We approach both with Unity, the engine behind our published mobile games.
01 / What we build
Place-in-room previews and image-triggered content inside an iOS or Android app, using ARKit and ARCore.
Interactive 3D models customers can turn, configure and view at true scale.
Headset scenes for practice, orientation, and property or site tours.
Modelling and optimising assets so they load quickly and run on ordinary devices.
02 / How it connects
Most of the budget goes on 3D assets, not code. Existing CAD or scan data can reduce it a great deal.
AR quality differs widely between phones, and each headset is its own platform. We fix the target devices first.
VR that ignores frame rate and motion makes people feel ill. Sessions should be short and tested with real users.
Further reading

How AR and VR are transforming retail, real estate and education, with practical implementation strategies and the ROI case.
Read insight
Revolutionize retail with augmented reality: build an AR-powered online store on a minimal budget with virtual try-ons and 3D product previews.
Read insightA little clarity
AR helps customers judge a product before buying, by showing it at true size in their own space. VR lets people practise tasks that are risky or expensive to rehearse for real. Both pay off only when there is a specific task behind them, so we start by asking what decision or skill the experience should improve.
Retail and furniture for product previews, real estate for walkthroughs, education and training for practice scenarios, manufacturing for guided maintenance, and healthcare for training. The common thread is that seeing or doing something in three dimensions beats reading about it.
We start with the task and the devices your audience already has, then build a small prototype to test whether the experience helps. Only after that do we commit to the full 3D content, which is usually the largest cost. We build in Unity, so one project can target several devices.
Yes. Mobile AR runs on recent iPhones and Android phones through ARKit and ARCore, with no extra hardware. It can be a feature inside an existing app or an app of its own. Phone-in-a-holder VR has largely faded, so for VR we target standalone headsets.
We will not claim a list of AR and VR launches we cannot show you. What we can show is a games team that ships Unity titles on Google Play, with 3D art made in-house. AR and VR use the same engine and many of the same skills, and we would start with a prototype so you can judge the result.
Start wherever you are
Tell us who would use it and on what device. We will say whether AR or VR earns its cost before we quote.