Location-AR Features


Create experiences for the real world. Developers, Designers, Writers, and Creative professionals use's drag-­and­-drop online tool that feeds into one of our Unity templates. You have full control to customize the template with your own graphic designers or engineers. (Or you can hire us to do it).


Trigger game events and media (animation, audio, images, video, text, AR) based on any of the following conditions:

  • GPS Coordinates (e.g. Only when the user is near the Empire State Building)
  • Location Types (e.g. Only when the user is near a cafe)
  • Beacons (e.g. Only when a user is within range of a beacon)
  • Date & Time (e.g. Only on Mondays, Only after 5pm, Only in May, Only for 1 hour)
  • Weather (e.g. Only when it's raining, Only when it's above 25C)
  • Virtual Items Collected (e.g. Only after the user has found the secret document)
  • Social Cues (e.g. Only after another user has performed an action within a given time and/or radius)
  • Story Points (e.g. After another event in the experience has occurred)
  • Any combination of these (e.g. Only near cafes on Tuesdays in the morning when it's sunny)

Hassle Free Updates

Our platform offers the advantage that new content can be released without re­submitting to the App Store or Google Play. When one of our apps starts, it will automatically check to see if any new content has been added via our online authoring tool. If there is new content and associated media, it will be downloaded. This can save weeks of time waiting on Apple or Google approval for a given update.


Adaptive Content

Adaptive content allows you to create alternatives within an experience. Every alternative will not be experienced by a single user but different users may encounter different alternatives depending on their context or circumstance.

It has two main purposes in the system:

1. Ensuring that an experience can move forward

2. Delivering more contextualized content

A poorly designed experience can stop the user from progressing. We often thought of a user who lives on a corn field. Let's say the first step in the experience is to go to a bank. There are no banks in corn fields so the user is blocked and cannot progress in the experience. With adaptive content we can specify that the experience starts at a bank, but if no bank is close by, then it starts near a school, but if no school is nearby, then it picks a random point near the user. In this case, a bank is preferred, then a school but if neither is available, a generated random point will at least let the person move the experience forward. The generated random point is the alternative which is available to everyone.

In the second case, adaptive content allows for more contextualized content which makes the experience feel more personal. Let's say the user is instructed to walk to a nearby museum. We can use adaptive content to change the message based on any condition. For example, the content can adapt to a weather condition. If it is raining, a pre­recorded audio message will play saying "You'd better hurry to the museum or you're going to get soaked". If it is sunny, it might say "Take a stroll to the museum. We don't get enough days like this!". An author must decide in advance where adaptive content is appropriate and if so, generate the necessary media to play when each alternative is reached.