Work by project type.

Sixty-plus shipped projects since 2012. Filter by the kind of problem you need to explain, or browse the full archive. Below the cases: how we run a project, and how to tell if AR or browser-based 3D is the right call.

Have a project that belongs on this list?

One sentence is enough to start. The first call is free and we tell you directly whether AR or online 3D is the right call.

How an AR project runs

Five steps from "we have a hard-to-explain thing" to a link your audience can open. Most projects ship in 4 to 10 weeks; the curve is set by asset readiness, not by engineering.

  1. 01

    First call (30 minutes, free)

    You bring the situation, not a brief. We tell you our honest opinion about whether AR, interactive 3D, a combination of these or something completely different is the right call, and where the real cost sits. If we're wrong for the work, we'll say so and possibly give you some ideas of where to take your idea.

  2. 02

    Scope & price (1 week)

    We send a one-page scope: what you'll get, what you provide, the milestones, the fixed price. No engineering bill of materials. If your assets aren't ready, we tell you what production work has to happen first and what parts of it we can handle in-house.

  3. 03

    Asset prep & sandbox (1 to 3 weeks)

    We optimize what you have, fill the gaps (3D modeling and animation work, photogrammetry etc.), and set up a sandbox URL you can open on a phone. Real device, real network, right from the start.

  4. 04

    Build & review (2 to 5 weeks)

    Two to three structured reviews, a few async passes in between. You will have test material after our meetings so anyone in your team can see the progress even if they missed the meeting. You sign off when the experience does what you said it had to.

  5. 05

    Ship & handover (1 week)

    Final URLs and QR codes, embed snippet for your site (depending on project scope), and a short brief for the people who will be using it in action. We hold the link warm until the end of the calendar year; longer hosting or additional work are scoped separately.

How to tell if AR is the right call

Five signals we look for. If three or more apply, browser AR usually pays for itself in fewer questions, faster decisions, or fewer site visits. If none apply, a render or video is probably enough.

  • The thing isn't there yet

    Future buildings, planned routes, products before launch. AR closes the imagination gap; flat renders ask viewers to do that work themselves.

  • Place matters to the decision

    The buyer, resident, or visitor needs to feel scale, context, or fit. A model on the table loses what's only obvious in situ.

  • The audience is wider than the room

    Many stakeholders, distributed, on different devices. Anyone with a link is in; app installs lose 80% before first use.

  • You'll get the same questions twice

    "Can I see it from the south?" "How tall is it really?" "Where's the entrance?" An interactive view answers these without a slide deck.

  • You can name what success looks like

    Faster approvals. Higher reservation rate. Clearer feedback before pour. If success is just "looks impressive," AR is overkill. A hero render or 30-second video is cheaper.

Some work stays internal. Ask for sector references on a call or browse service lanes.

Worth knowing before you write a brief

AppsFlyer's 2025 benchmark across 28 billion installs puts Day-1 retention at around 25%. AR apps sit below that floor, because every reviewer is a single-use case, not a habit. WebAR removes the funnel. The link that opened the experience the first time still opens it the second.

Source: AppsFlyer 2025 · Adjust 2026

Read what installs cost an AR campaign