Augmented Reality

Hire AR Developers

The AR that earns its budget answers a question the user genuinely has: will this sofa fit, do these glasses suit me, which valve do I turn. Our AR engineers build for that — ARKit, ARCore and Unity, tested in real rooms with real lighting rather than a controlled demo space where everything always works.

What our AR developers bring

  • check_circle ARKit (iOS) and ARCore (Android)
  • check_circle Unity and AR Foundation for cross-platform AR
  • check_circle WebAR — experiences that run in a browser with no app install
  • check_circle 3D asset pipelines, model optimisation and USDZ/glTF
  • check_circle Plane detection, occlusion, lighting estimation and persistent anchors
  • check_circle Performance and thermal budgets — AR that doesn't cook the phone

What they build

Try-before-you-buy

Place furniture in a room, try on eyewear, preview a product at true scale before purchase.

Industrial & field AR

Overlay instructions, schematics and telemetry onto the equipment an engineer is looking at.

Training & guidance

Step-by-step procedures anchored to the real object, instead of a PDF in another hand.

Marketing & retail AR

Interactive campaigns and in-store experiences, including WebAR with no app to install.

Flexible ways to hire

Bring on AR talent through a dedicated team, staff augmentation or a fixed-price project — whichever fits your roadmap. See typical developer rates or browse all expert teams.

Hire vetted AR developers

Tell us what you need and we'll match you with senior AR engineers, often within 48–72 hours.

Frequently asked questions

Do users need to install an app? expand_more
Not always — WebAR runs in the phone's browser, which removes the single biggest drop-off point for a marketing use case. It's more limited than a native app, so for demanding industrial or long-session use we'd still build native. The right answer depends on whether install friction or capability is your bigger constraint.
Is AR actually useful, or is it a gimmick? expand_more
Both exist. AR that reduces a real uncertainty — size, fit, appearance, which part to touch — measurably reduces returns and support calls. AR built because it looked good in a pitch deck gets opened once. We'll tell you honestly which one you're describing.
What devices does it work on? expand_more
Most iPhones and iPads from recent years via ARKit, and a wide range of Android devices via ARCore. We confirm the supported device list against your actual audience before building, not after.
Do you handle the 3D models? expand_more
We can produce or optimise them. Models supplied for the web are usually far too heavy for a phone — a large part of AR work is getting assets down to something a device can render smoothly without overheating.