VeleStudio

Service · XR & immersive experiences

AR development for mobile, web and headset augmented reality

VeleStudio develops augmented reality apps with ARKit, ARCore, AR Foundation and WebAR (8th Wall, WebXR) for retail, culture and industry, on phones and headsets.

What it is

AR development is the creation of software that recognises the physical world through a camera and places digital content in it so that the content appears to belong to the scene: fixed to a floor, a wall, a product, a printed page or a geographic location. On phones and tablets it runs through Apple's ARKit and Google's ARCore, usually unified in Unity via AR Foundation; in the browser it runs through WebXR or commercial toolkits such as 8th Wall; on headsets it becomes mixed reality. The hard part is rarely rendering the content and almost always keeping it anchored, legible and useful while a person moves.

Every AR experience rests on a choice of anchor. Image anchors recognise a poster, a label or a page; object anchors recognise a physical product or artefact from a scanned reference; plane anchors find floors and tables so content can be placed anywhere in a room; geospatial anchors tie content to coordinates in a street or site. Each has a different accuracy, a different setup cost and a different failure mode, and most real projects combine two or three.

VeleStudio builds AR for retail, cultural and industrial clients, and spends as much effort on the moments around the AR view as on the view itself: the QR code or shelf label that starts it, the onboarding that gets the camera pointed at the right thing, and the fallback when lighting or connectivity is poor. We prototype on real devices in the real setting early, because AR that works on a desk often does not work on a shop floor or in a dim gallery.

What problems it solves

  1. 01

    Deciding between a native app and WebAR

    Native apps give the best tracking, offline use and access to LiDAR and people occlusion, but ask people to install something. WebAR starts from a link and reaches anyone with a browser, at the cost of weaker tracking and tighter performance limits. We lay out the trade-off for your audience and pick the one people will actually use.

  2. 02

    Content that does not stay put

    Objects that slide, jitter or float ruin the illusion within seconds. We select anchor types to match the environment, test under realistic light and movement, and design content that tolerates the drift that remains.

  3. 03

    AR that nobody finds

    The best AR layer is useless if visitors do not know it exists or cannot start it. We design the physical entry points, signage, QR codes and onboarding as part of the product.

  4. 04

    Content pipelines that need a developer for every change

    Retail ranges change and exhibitions rotate. We build the tooling for editors to swap models, update text and add targets without a new app release.

Who it is for

  • Retailers and consumer brands with physical products or packaging
  • Museums, galleries, publishers and cultural institutions
  • Manufacturers and field-service organisations
  • Marketing agencies and experiential producers
  • Property, interiors and furniture companies

Example applications

Product visualisation and try-before-you-buy
Furniture, appliances and finishes placed at true scale in the customer's home from a product page or a shelf label.
AR for print and packaging
Labels, catalogues, posters and book pages that trigger video, 3D content or interactive layers when scanned.
Museum and gallery AR
Artefacts annotated in situ, reconstructions of missing parts and layered interpretation that does not clutter the physical display.
Industrial guidance and maintenance
Step-by-step procedures anchored to real equipment, with recognised components and checklists for technicians.
Campaign and event AR
Browser-based AR filters, scavenger hunts and photo moments launched from a QR code without an app install.

How we approach AR Development projects

  1. 01

    Audience and entry-point audit

    Where people will be, which phones they carry, whether they will install an app, and what physical touchpoint (QR code, label, signage) starts the experience.

  2. 02

    Anchor strategy

    We test image, object, plane and geospatial anchoring against the real environment and choose the combination that stays stable for your content.

  3. 03

    Platform decision

    Native (ARKit and ARCore via AR Foundation) or WebAR (8th Wall, WebXR), decided on the audit and anchor results rather than on habit.

  4. 04

    Device prototype

    A first working build on target phones in the real location, typically within a few weeks, to check tracking, legibility and the onboarding flow.

  5. 05

    Content and tooling

    3D asset optimisation for mobile budgets, and the editor tools or data sources that let your team maintain content after launch.

  6. 06

    Testing and launch

    Sessions across device generations, lighting conditions and connectivity, followed by store submission or web deployment and analytics setup.

Technology we use

Tools chosen for the experience, not the other way round. The full ecosystem is on the expertise page.

Related work

All work →
A smartphone held up on a city street showing an augmented reality layer over the buildings

01AR, Geospatial·Studio prototype, 2026

City Layer: a geospatial AR prototype for historic streets

A self-initiated prototype that anchors reconstructed facades, period photographs and narrated stops along a route in a historic Italian city centre.

  • Unity
  • C#
  • AR Foundation
  • ARCore Geospatial API
A visitor trying a VR headset inside a colourful museum exhibition

02Mixed Reality, Cultural Heritage·Studio prototype, 2026

Object Stories: a mixed reality guide prototype for museum collections

A Quest 3 passthrough prototype that recognises museum objects and anchors stories, exploded views and provenance to each one, tested in the studio with replicas.

  • Unity
  • C#
  • Meta Quest SDK
  • OpenXR

Further reading

XR · 5 min read

AR vs VR vs Mixed Reality: what is the difference?

AR overlays content on the real world, VR replaces it, and mixed reality lets virtual and real objects interact. A practical guide to choosing between them.

Profile of a man wearing a VR headset
Geospatial · 6 min read

How does geospatial AR work?

Geospatial AR fuses GPS, motion sensors and visual positioning against a map of real streets to place content at exact coordinates. Each step explained.

A hand holding a tablet with a GPS map while walking outdoors
Cultural Heritage · 6 min read

How museums can use AR and XR: a practical guide for cultural heritage

How museums and heritage sites use AR, VR and mixed reality: use cases, phones versus loan devices, curatorial constraints, content pipelines and pilots.

Visitors in a museum gallery with a large sculpture
AR · 6 min read

How to design an AR experience

A practical process for designing AR: define the job of the AR layer, choose anchoring, guide attention, handle uncertainty and test in real conditions.

A tablet showing an augmented reality 3D model placed on a desk

FAQ

Questions about AR Development

01How much does an AR app cost?
It depends mainly on four things: whether you need a native app or WebAR, how many anchor types and targets the experience uses, how much 3D content has to be produced or optimised, and whether there is a back end for content management or analytics. A single-target WebAR campaign is at the small end; a native app with object recognition, a content pipeline and multi-language support is at the large end. VeleStudio scopes a first phase that answers the open questions before committing to the whole.
02Do we need an app, or can AR run in the browser?
Both are possible. WebAR through 8th Wall or WebXR runs from a link or QR code with nothing to install, which suits campaigns, print and one-off visits. Native apps built with ARKit and ARCore track better, work offline, use LiDAR depth and persist content between sessions, which suits retail apps, museums with repeat visitors and industrial use. We often start with web and move to native once the experience has earned an install.
03What is the difference between ARKit, ARCore and AR Foundation?
ARKit is Apple's AR framework for iOS and ARCore is Google's for Android. AR Foundation is a Unity package that wraps both so a single codebase can target iPhones, iPads and Android devices. We build in AR Foundation by default and drop to the native frameworks for features one platform has and the other lacks, such as LiDAR scene geometry on iOS.
04Can AR recognise our actual products or artefacts?
Yes, within limits. Image recognition works reliably for flat, detailed, well-lit targets such as labels and posters. Object recognition works for rigid objects with distinctive shape and texture, scanned beforehand as a reference. Shiny, transparent, repetitive or deformable items are hard for any tracker, and we tell you early if your items fall into those categories and what the alternatives are.
05How long does AR development take?
A WebAR experience with a single target and ready 3D content can be live in a few weeks. A native AR app with several anchor types, custom 3D content and store submission typically takes two to four months. Industrial applications with recognised equipment and integration into existing systems take longer, mostly because of the testing they require.
06Can you work with our existing development team?
Yes. We can deliver an AR module that drops into your current iOS, Android or Unity app, hand over documented source, or work inside your repository alongside your developers. VeleStudio also collaborates with agencies and design teams who own the client relationship and need an AR partner for the technical build.

Next step

Planning an AR experience?

Tell us what people should see, where they will be standing and what they will be holding. We will recommend native or web, the right anchoring and a realistic first step.

Prefer email? mrerfansol@gmail.com

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