AR Experiences
Face-tracking, world-tracking, and marker-based AR for iOS, Android, and web. From cosmetics try-ons to retail product visualisation — shipped on native and WebAR from a shared codebase.
AR, VR, WebAR, and mixed reality — built on the right hardware, evaluated on the right metrics, deployed without an on-site callout.
Face-tracking, world-tracking, and marker-based AR for iOS, Android, and web. From cosmetics try-ons to retail product visualisation — shipped on native and WebAR from a shared codebase.
Multi-user VR for training, simulation, and brand experiences. Unreal Engine and Unity, with standalone headset deployment and OTA update pipelines included.
Browser-based AR using WebAssembly — no app install required. We benchmark SDKs on bundle size, latency, and lighting stability before committing to a stack.
Native AR using platform SDKs for the highest-quality face and world tracking. Built standalone or integrated with your existing iOS or Android application.
Microsoft HoloLens 2 and Meta Quest MR applications for industrial, medical, and training use cases. Purpose-built for enterprise deployment environments.
Technology evaluations, hardware benchmarking, and proof-of-concept prototypes before committing to a full build. We surface the expensive assumptions early.
We benchmark hardware, SDKs, and runtimes against your target device before picking a stack. The wrong foundation is expensive to fix in week ten.
A thin but real prototype on your target device — not a screen mockup — within the first two weeks. This is how we test assumptions while they are still cheap to invalidate.
Full production build with a shared codebase across platforms wherever the use case allows. Asset pipelines, performance optimisation, and device matrix testing included.
Device enrollment, MDM integration, and OTA update pipelines for fleet deployments. No on-site visits required after launch.
Most of our work is under NDA — we share more on a 30-min intro call.
The AR experience drove a 22% lift in add-to-cart rate. I had to send that number to our board twice because they didn't believe it the first time.
The VR training platform replaced $380k in annual travel costs in the first year. The safety-training completion rate went up, not down.
They evaluated four AR SDKs before committing to one. That kind of rigor in the research phase is rare — and the recommendation held up completely in production.
Yes. We test your exact hardware before scoping. Most Lab engagements begin with a device matrix evaluation — we want to know the constraints before we commit to a timeline.
Yes. Where the use case allows, we share a codebase across native and web targets using a WebAssembly bridge — one SKU library, one set of assets, two delivery targets.
Meta Quest 2, 3, and Pro; Pico 4; HoloLens 2; Apple Vision Pro (prototyping); and all major iOS and Android devices for mobile AR.
Prototypes: 2–4 weeks. Production builds: 10–22 weeks, depending on platform count, content volume, and fleet size.
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