Award-Winning Full-Spectrum Particle System Design Serving Global Clients

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Pioneering Augmented Reality (AR) & Web-Based Interactive Experiences

 

 

Introduction: The World as Your Canvas – Blending Digital and Real

 

Welcome to the new interaction-layer of reality. Réalité augmentée (RA) is the powerful technology that “overlays” digital information and 3D content onto the real world. Unlike VR, which replaces your reality, AR enhances it. It uses the camera on your smartphone, or an advanced “see-through” headset, to “anchor” digital objects, instructions, and characters to your physical environment.

This “contextual computing” paradigm is creating an explosive new market. It is not just about “games”; it is about utility et access. It is the “Try-Before-You-Buy” revolution in retail. It is the “living-map” of a city. It is the “interactive-exhibit” at a museum. It is the “monster-in-your-backyard” magic of AR Game Development.

However, the #1 barrier to AR adoption has always been friction. Forcing a user to “go to the App Store, search for your app, download 300MB, and then see your AR” is a “leaky-funnel” that loses 90% of your audience. The solution? WebAR. By leveraging the power of HTML5/WebGL, WebAR delivers “app-less” AR experiences instantly, through the browser, from a simple QR code or a link.

Notre studio est un specialized AR & WebAR production house. We are pioneers at the intersection of “real-world” context and “web-based” accessibility. We are a “full-stack” AR team, with mastery of both “native” app-development (ARKit for Apple, ARCore for Google) and the “no-app-needed” revolution of WebAR (like 8th Wall & Three.js). We build everything from large-scale, Pokémon GO-style Location-Based AR Games to “instant-access” AR Marketing Campaigns and “virtual try-on” e-commerce solutions.

This document provides an exhaustive overview of our AR-centric services. We will explore the different “types” of AR we build, our “Web-First” philosophy, our expertise in the full AR development stack, and the engagement models we use to create high-impact, low-friction augmented reality experiences.


 

Section 1: The Philosophy – “Contextual Magic” & “Zero-Friction” Access

 

Our AR design philosophy is built on two core principles: The “magic” must be relevant to the user’s context (their location, their object), and the “access” to that magic must be instantaneous.

1.1. “Contextual Magic” (The “Why” of AR): We don’t just “place a 3D model in a room.” We “connect” the digital to the physical.

  • Le problème : An AR “app” that just lets you “view a 3D model” is a “gimmick.” It has no “context” or “utility.”

  • Our Philosophy: The AR must react to the real world.

    • “What am I looking at?” (Image-Tracking): “When I point my phone at this specific movie poster, the trailer plays, and the main-character bursts out of the poster.”

    • “Where am I?” (Location-Based): “I am at the ‘Eiffel Tower,’ so the AR app shows me a “time-lapse” of its construction.”

    • “What am I doing?” (Utility): “I am looking at a ‘sofa’ on an e-commerce site. The ‘AR’ button instantly places that sofa, to-scale, in my living room.”

  • This “Contextual-Relevance” is what turns a “gimmick” into a “utility.”

1.2. “Zero-Friction” Access (The “How” of AR): This is our “WebAR-First” philosophy. The “App Store is a barrier.”

  • The “Old” Way (Native App):

    1. User sees ad.

    2. User must “open” the App Store.

    3. User must “search” for your brand’s app.

    4. User must “wait” to download 300MB.

    5. User must “find” the AR feature inside the app. (At this point, 90% of your users are gone.)

  • Our “WebAR” Way (HTML5/WebGL):

    1. User sees a “QR Code” (on a poster, a beer-can, a t-shirt).

    2. User “scans” the code with their native camera.

    3. The AR experience instantly loads in their web browser.

  • Why it’s a Game-Changer: This “instant-access” model is the key to unlocking AR for mass-market adoption, especially for marketing, retail, and live-events. We are masters of the 8th Wall (Niantic) et Zappar WebAR platforms.


 

Section 2: Core Service – “Native” AR Game & App Development

 

For “deep,” high-performance, and complex AR experiences (especially games), a “Native” app built on ARKit (Apple) et ARCore (Google) is still the most powerful choice.

2.1. Type 1: Location-Based (Geospatial) AR Games (The “Pokémon GO” Model) This is our “big-world” AR specialty. We build games that turn the entire planet into your game-board.

  • Comment cela fonctionne-t-il ? We use the “Geospatial” APIs (from Niantic’s Lightship ou Google’s ARCore) that can recognize and “anchor” content to real-world locations (e.g., “The ‘Statue of Liberty’ is a ‘Raid Boss'”).

  • Our Expertise:

    • “World-Scale” Engineering: We build the backend, database, and “server-logic” required to manage a “persistent,” “shared” AR world for millions of players.

    • “Real-World” Design: We design the “gameplay” around “walking” and “discovery.” We solve the “How to play in a rural area?” problem.

    • Example Project: “Ghost-Hunter GO.” We build a game where players “scan” real-world “historical-landmarks” to “reveal” and “capture” historical-ghosts that are “anchored” to that location.

2.2. Type 2: “Tabletop” & “Arena” AR Games These are “session-based” games that take place in your immediate area.

  • “Tabletop” AR:

    • Comment cela fonctionne-t-il ? The player points their phone at a “flat surface” (like a table or floor). The phone “detects the plane.”

    • Our Service: We build “digital board-games” or “RTS” games that “live” on your coffee-table. You can “walk around” the 3D game-board, viewing it from any angle.

  • “Multiplayer Arena” AR:

    • Comment cela fonctionne-t-il ? We use “Shared Anchors” (a feature of ARKit/ARCore) to allow multiple players in the same physical room to see the same AR objects in the same position.

    • Example Project: “AR Laser-Tag.” Two players can “run around” a real-world “park,” and “shoot” virtual “laser-beams” at each other, with their phones acting as the “blaster.”


 

Section 3: Core Service – “WebAR” (HTML5/WebGL) Experiences

 

This is our “Zero-Friction” service, built for marketing, retail, and events. We are experts in the 8th Wall platform, the “gold standard” of WebAR.

  • Use Case 1: AR for Marketing (The “Living Product”)

    • Le problème : A brand is launching a new “wine.” The bottle-label is a 2D-image.

    • Our “WebAR” Solution: We build a “WebAR” experience triggered by a QR code on the bottle.

    1. User scans the QR code.

    2. Browser opens instantly.

    3. They point their camera at the “label.”

    4. The “label” comes-to-life. The “winemaker” (a 3D-avatar) “steps out” of the bottle and “tells you” the story of the wine.

    5. A “Buy Now” button appears.

  • Use Case 2: AR for E-Commerce (The “Virtual Try-On”)

    • Le problème : “Will this 7-foot sofa fit in my living room?” “What will those glasses look like on my face?”

    • Our “WebAR” Solution:

      • “World-Scale” Try-On: We integrate an “AR” button on your e-commerce site (e.g., Shopify). A user taps it, and the “sofa” (a 3D model) is placed to-scale on their real-world floor.

      • “Face-Tracking” Try-On: We use WebAR “face-tracking” to let a user “try-on” virtual glasses, makeup, or hats, live on their own face, in the browser. This is proven to double conversion rates.

  • Use Case 3: AR for Live Events & Portals

    • Le problème : A “boring” trade-show-booth.

    • Our “WebAR” Solution: We place a “virtual-portal” (a “magic-door”) on the floor of your booth. Users scan a QR code, and when they “walk” through the portal with their phone, they are “inside” a 360-degree video of your “factory-floor” or a “virtual-world.”


 

Section 4: The AR/MR Frontier: “Passthrough” & Mixed Reality

 

This is the “next generation” of AR, moving from the “phone” to the “headset.” We are experts in developing for “Passthrough” (Mixed Reality) on devices like the Meta Quest 3 et Apple Vision Pro.

  • What is “Passthrough”? These are “VR” headsets that have external cameras. They “pass-through” the “real-world” video to the internal screens, and then “overlay” 3D-content on top of it, creating a “high-fidelity” AR experience.

  • Our Service: “Mixed Reality” (MR) Prototyping

    • Comment cela fonctionne-t-il ? Nous utilisons le Meta Quest 3 as our primary MR-development platform. Its “depth-sensor” can “map” your entire room (walls, furniture, sofa) in real-time.

    • Example Project 1 (MR Game): “Virtual Pet.” We build a game where a “virtual-dog” (a 3D model) “runs” around your réel living room, “climbs” on your réel sofa (which the headset has “mapped”), and “hides” behind your réel table.

    • Example Project 2 (MR Utility): “Holo-Desk.” We build an app that creates five “virtual-monitors” that “float” above your réel desk, allowing you to have a “command-center” workspace.

  • Our Focus: This is the ultimate “R&D” service. We partner with your “Innovation” department to “prototype” what the “future of work” or “future of play” will look like on these new, powerful “passthrough” devices.


 

Section 5: Pricing and Engagement Frameworks

 

AR project-pricing is based on “technology” (WebAR vs. Native) and “content-complexity” (one 3D-model vs. a full-game-world).

Model 1: The “WebAR” Campaign (Fixed Price) This is our most common model for marketing and retail.

  • Comment cela fonctionne-t-il ? A 4-8 week, “turn-key” fixed-price project.

  • Example Package: “The ‘Living-Product’ Campaign” ($20,000 – $40,000):

    • Produit livrable : One (1) complete “WebAR” experience (built on 8th Wall).

    • Includes: 1x 3D-model optimization, 1x “Image-Target” (e.g., your label), simple animation, UI/UX (e.g., a “Buy Now” button), and 12-months of platform-licensing.

  • Meilleur pour : Marketing agencies, CPG (Consumer Packaged Goods) brands, and e-commerce sites that need an “instant,” high-impact, “zero-friction” AR experience.

Model 2: The “AR Game” Prototype (Fixed Price) This is the “Find the Fun” for a “Native App” game.

  • Comment cela fonctionne-t-il ? A 6-8 week, fixed-price “R&D” sprint.

  • L'objectif : To prove the “core-loop” of your AR-game in the real world.

  • Produit livrable : A “Native” app build (.APK or .IPA) that demonstrates the un core-mechanic.

    • Example (for a “Geo-AR” game): We will build the “map” system, the “backend” for 10 “Points-of-Interest,” and the “core-loop” of “walking-to-a-point-and-tapping-a-button.”

  • Meilleur pour : Game-studios or startups who need a “playable-demo” to secure funding for a full, “Pokémon GO” scale project.

Model 3: The “AR/MR” Co-Development Retainer (Dedicated Team) This is our “Full-Production” or “R&D Lab” model.

  • Comment cela fonctionne-t-il ? You are not buying an “app”; you are retaining our “AR/MR” specialist team. This is a 12-24 month engagement.

  • Example “AR Strike Team” ($30,000/month):

    • 1x Senior AR Engineer (Unity/Swift/Kotlin specialist)

    • 1x 3D Technical Artist (Optimization expert)

    • 1x Backend Engineer (To build the “world-scale” database)

  • Meilleur pour :

    1. Full-Game Co-Development: You are “all-in” on building a large-scale, native AR game. This team becomes your “AR” department.

    2. Corporate R&D Lab: Your “Innovation” department wants to build 10-15 “small prototypes” this year on the “Quest 3” or “Vision Pro.” This team is your “on-demand” R&D lab.

 

Conclusion: Your Partner in the “Real-World” Metaverse

 

Augmented Reality is not a single technology; it is the “bridge” between the physical and digital worlds. It is the future of “contextual” marketing, “just-in-time” utility, and “eyes-up” gaming.

But to succeed in AR, you must master “context” and defeat “friction.”

We are that partner. We are the “AR-natives” who understand both the high-performance, “deep-tech” of ARKit/ARCore and the “instant-access,” “zero-friction” power of WebAR. We are your “bridge” to this new, augmented reality.

We invite you to schedule an “AR Ideation” session. Send us your “product,” your “poster,” or your “game-idea.” We will send you back a “mock-up” of how we can bring it to life, instantly, in the real world.

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