Game & Immersive Development · AR games

AR games that play on tables, rooms and streets

We build augmented reality games for iOS, Android and mixed-reality headsets using ARKit, ARCore and engine XR tools, designing play around real surfaces, lighting and spaces rather than simply floating objects in front of the camera.

  • Surface and mesh detection
  • Tabletop and room-scale play
  • Location-based gameplay

Overview

Designing play for the real world

Augmented reality games depend on something no developer controls: the player’s surroundings. A game that works on a clean desk may fail on a glossy floor, in a dark hallway or in a park with no clear surfaces. Good AR design starts by asking what the real space adds, such as a tabletop battlefield, a creature hiding behind a sofa or a hunt across a neighborhood, and then plans for spaces where tracking is weak.

Buyers face several platform choices. Phone-based AR reaches the most people through ARKit and ARCore, but players hold the device at arm’s length, which limits session length. Headsets such as Apple Vision Pro and Meta Quest offer hands-free mixed reality to a smaller audience. Location-based play adds map data, safety rules and content for many places. We weigh reach, comfort and cost with you before choosing.

Strong AR work is tested where people actually play, keeps virtual objects anchored convincingly, and teaches players to scan their space without a wall of instructions. We also measure how long sessions comfortably last on each device, and shape levels and pacing so players can put the phone down before their arms get tired.

Who it’s for

Built for teams like yours

  • 01

    Brands planning AR activations

    Marketing teams wanting a playable AR experience for a product launch, retail space or event, with simple entry points and a short, satisfying session that works on visitors’ own phones.

  • 02

    Studios exploring AR play

    Game teams with a concept that genuinely uses physical space, who need feasibility testing and AR-specific engineering before committing budget to full production on a single platform.

  • 03

    Museums, venues and educators

    Organizations adding interactive AR to exhibits, tours or classrooms, where content must work reliably in known spaces and be easy for front-of-house staff to support every day.

Why it matters

The real world is your level designer

AR games have to work in cluttered living rooms, dim offices and bright parks, with players who move unpredictably. We design for that: plane and mesh detection that degrades gracefully, occlusion so virtual objects sit behind real furniture, readable effects in poor lighting and onboarding that teaches players how to scan their space.

We also design for safety and comfort, keeping players aware of their surroundings and sessions short enough to hold a phone up comfortably. We playtest in real homes and outdoor spaces, not only in a tidy studio with perfect lighting.

Every engagement includes

  • Concept & feasibilitywhat AR adds to the game, tested against device capabilities.
  • Space prototypeearly build tested in real homes, offices and outdoor settings.
  • Production buildgameplay, art and UI developed for AR viewing conditions.
  • Device testingchecks across supported ARKit and ARCore phones and any target headsets.
  • Store submissionbuilds and privacy disclosures for camera and location use.
  • Handoversource, accounts and documentation delivered to your team.

Features

AR game capabilities

  1. 01

    Surface and mesh detection

    Plane detection and scene meshes that let characters walk on floors and hide behind real objects.

  2. 02

    Tabletop and room-scale play

    Game boards anchored to tables or whole rooms, with scale controls for different spaces.

  3. 03

    Location-based gameplay

    GPS and geospatial anchors that place content at real-world locations, with privacy and safety rules built in.

  4. 04

    Shared AR sessions

    Several players seeing the same virtual objects in one space, synchronized across devices.

  5. 05

    Lighting estimation

    Virtual objects lit to match the room, so they look grounded rather than pasted on.

  6. 06

    Scanning onboarding

    Clear first-run guidance that helps players find a good surface quickly instead of quitting.

In practice

AR experiences we build

  • Tabletop and board-style games

    Games played on a detected surface, with pieces and characters anchored to the table, scaled to the space available and readable from different angles as players lean in or walk around.

  • Room-scale creature and hunt games

    Characters that hide behind furniture, react to room layout and use occlusion and lighting estimation to feel present, with clear fallbacks when room meshing is unavailable on older or lower-cost phones.

  • Location-based outdoor play

    Games that place content at real-world points using GPS and geospatial anchors, with safety prompts, sensible play zones and content plans for areas with sparse map coverage or few interesting landmarks nearby.

  • Event and venue activations

    Short AR experiences triggered by images, QR codes or known spaces, designed for crowds, varied phones and quick sessions, often delivered through an app clip or a web AR link that needs no install.

Process

How we work

  1. 1

    Space survey

    We define where people will play, which phones or headsets to support and what tracking features each offers, then list the environments the game must handle gracefully, from bright parks to dim hallways.

  2. 2

    Tracking spike

    A quick technical test of anchoring, plane or mesh detection, occlusion and lighting in those environments, so we know what is reliable before designing any core gameplay or levels around it.

  3. 3

    Onboarding design

    We design how players scan their space, what feedback they see while tracking settles and how the game recovers when tracking is lost mid-session, without forcing players to restart or lose progress.

  4. 4

    Gameplay production

    Mechanics, art, effects and audio are built for AR viewing distances and lighting, with readable silhouettes and UI kept minimal so the real world stays part of the scene players are looking at.

  5. 5

    Field playtests

    We test in homes, offices and outdoor spaces with different lighting and clutter, adjust detection thresholds and difficulty, then prepare store builds with camera and location disclosures that match what the game actually collects.

Deliverables

What you receive

  • Supported device and environment list
  • Tracking feasibility test results
  • Scanning and onboarding flow designs
  • AR gameplay build for test devices
  • Field playtest notes and fixes
  • Store builds with privacy disclosures
  • Source project and setup documentation

Tools & methods

AR frameworks

  • ARKit
  • ARCore
  • AR Foundation
  • RealityKit
  • Geospatial API

Engines & web

  • Unity
  • Unreal Engine
  • visionOS SDK
  • WebXR
  • 8th Wall

Content & testing

  • Blender
  • Reality Composer Pro
  • Niantic Lightship
  • Field playtesting

FAQ

Frequently asked questions

Anything else about AR games? Ask us directly.

  1. Most recent iPhones and many Android phones support ARKit or ARCore, though feature support varies, especially for depth and scene meshing. Headsets such as Apple Vision Pro and Meta Quest add passthrough mixed reality. We define a supported device list during discovery and test on representative hardware.

Let’s work together

Have a project in mind?

Book a strategy call and we’ll show you exactly how to turn your goals into a system that generates consistent results.