
United States:
Transform Digital LLC
44 Montgomery Street, Suite 300
San Francisco, CA 94104
SDLC Corp — an augmented reality game development company — builds AR games for mobile, WebAR, and smart glasses using ARKit, ARCore, Vuforia, Unity, and Unreal Engine. Projects run from concept and prototyping through launch, source-code handover, and live operations. Full source code ownership. No revenue share.
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SDLC Corp is a full-cycle AR game development company — 120+ engineers across 5 global offices, with 4 shipped AR titles across mobile, WebAR, and smart glasses. Every project includes full source code ownership, no vendor lock-in, and no revenue share.
Framework selection happens before any code is written — ARKit (iOS), ARCore (Android), Vuforia, and 8thWall matched to your platform during discovery, before any engine or art production begins.
ARKit & ARCore
iOS & Android native
Unity & Unreal Engine
Platform-matched engine choice
Full Source Ownership
No lock-in, no rev-share
120+ Developers
Part of 400+ total team
5 Global Offices
USA, UK, India, UAE, Qatar
Independent B2B platforms feature SDLC Corp ratings, client feedback, and project reviews from verified business profiles.
Selected client work — additional references can be shared where available
“The interactive gameplay, storytelling, mechanics they built were exceptional. True innovators in augmented reality game development.”
“Smooth, transparent, and professional. Clean scalable code and full alignment through every milestone. Zero surprises.”
“Real-time rendering, high-poly characters, and immersive AR mechanics — SDLC Corp are elite augmented reality developers.”
Our AR game development services cover planning, prototyping, SDK integration, 3D asset production, QA, App Store submission, and post-launch support across mobile AR, WebAR, and smart glasses. SDLC Corp delivers augmented reality game development services with full source code handover on every project. Projects start from $25,000 for a focused single-platform build — using ARKit, ARCore, Vuforia, Unity, and Unreal Engine.
GDD, core loop, AR interaction model, and UX wireframes confirmed before a single line of code is written.
Native ARKit, ARCore, Vuforia, and 8thWall integration into Unity and Unreal Engine production builds.
High-fidelity 3D assets, character animation, and spatial VFX optimised for AR rendering on mid-range devices.
Browser-based AR activations, geo-location AR games, and marker-based branded experiences — from concept to launch for consumer brands and enterprise clients.
Characters, environments, UI overlays, and visual effects built specifically for AR rendering — optimised for mid-range devices without quality compromise.
AR game prototype delivered in 3-6 weeks on a real device — validating spatial interactions before committing to full production.
GDD through App Store submission — QA gates, platform certification, and launch support at every stage. Milestone-gated delivery with QA, platform certification, and launch support included.
SDK updates, OS compatibility patches, and seasonal content delivery for live AR titles — post-launch and ongoing.
Each project demonstrates a different AR platform, engine, and interaction challenge. No stock builds — every title was architected from discovery for its specific tracking and gameplay requirements.
View All Case Studies →Cross-platform AR adventure game on iOS and Android from a single Unity codebase. Spatial anchoring was architected during discovery — before any art production began — to prevent tracking drift at scale.
AR RPG overlaying game environments onto real-world surfaces. Multi-surface tracking and live-service infrastructure — including seasonal events and analytics — were built from day one, not retrofitted post-launch.
Branded AR sports experience for a global consumer brand, delivered across iOS, Android, and WebAR via 8thWall. A custom AR art pipeline maintained brand consistency without requiring an app download.
AR multiplayer shooter with real-world spatial awareness and cross-platform matchmaking. Low-latency spatial sync required Node.js and Redis backend with dedicated spatial anchor servers, scoped and built before gameplay production began.
The right AR SDK, engine, and backend combination depends on your target platform, tracking requirements, and interaction model.
Working with a specialist AR game development studio that builds natively against ARKit and ARCore helps improve tracking fidelity, device performance, and platform stability when technical decisions are handled early.
Direct SDK builds can improve tracking fidelity, surface detection, and light estimation when device constraints are handled early in the project.
Horizontal, vertical, and image-target tracking simultaneously. Our tracking architecture handles plane merging and anchor persistence across sessions for games requiring complex surface interaction.
Real-time shared AR environments where multiple players see the same virtual objects in the same physical space. The multiplayer layer is planned before gameplay production so spatial anchors, shared objects, and player states stay synchronised at scale.
No-download AR via 8thWall or WebXR. For branded activations and marketing campaigns, browser-based AR can reduce app store friction and improve campaign access.
Every build is profiled against mid-range device targets before launch, helping reduce battery drain, frame-rate drops, and session interruptions.
AR content that persists between sessions and across devices using Google Cloud Anchors or Azure Spatial Anchors. Players expect their in-game world to be where they left it — persistence is a first-class requirement, not a feature.

Each AR platform has different tracking capabilities, UX constraints, and hardware requirements. The target hardware stack is confirmed during discovery — before any engine or framework decision is made.
ARKit for iOS and ARCore for Android from a single Unity ARFoundation project. Both platforms require device-specific profiling — we test against mid-range handsets throughout production, not just at QA.
Microsoft HoloLens 2, Magic Leap 2, and Snap Spectacles. Smart glasses carry fundamentally different UX constraints than mobile AR — interaction models are prototyped specifically for head-mounted displays before any production commitment.
No-download AR via 8thWall, WebXR, and A-Frame. Removing app store friction is the primary advantage — for branded activations, marketing campaigns, and social AR, WebAR typically outperforms native in reach and conversion.
iPad and Android tablet AR with larger tracking surfaces and extended session requirements. Tablets are the dominant AR device in education and enterprise — we build for both consumer and B2B use cases on the same codebase where possible.
Our AR game development services follow a five-stage process validated on real devices throughout — device testing built into every sprint cycle from day one — not added as a QA step at the end.
AR platform, target device, tracking requirements, and interaction model confirmed. AR UX fails most often at the interaction design stage — spatial mechanics are validated here before anything is built.
Playable AR prototype on a real device — not simulator-only. AR feels fundamentally different on hardware versus in-engine preview, so client sign-off on the prototype happens with a physical device in hand.
Sprint-based development with weekly device builds and client sign-off. Spatial constraints occasionally shift AR scope — our milestone structure absorbs changes without pushing the timeline.
AR-specific QA covering tracking fidelity, frame-rate on mid-range devices, battery impact, and App Store / Play Store AR permissions. Submission is part of delivery — not a handoff.
SDK updates, OS compatibility patches, new device support, and seasonal content. ARKit and ARCore ship updates 3–4 times per year — ongoing maintenance keeps live titles functional across every major iOS and Android version.
Six reasons studios, brands, and enterprises choose SDLC Corp for AR game projects.
We build against native ARKit and ARCore SDKs — not generic wrapper libraries. Native ARKit and ARCore builds can improve tracking stability and device performance when device constraints are handled early in the project — compared with generic wrapper-based approaches.
Prototypes are validated on-device, not in simulator. AR feels fundamentally different on real hardware — client sign-off happens with a physical device in hand, not a screen recording.
From GDD through App Store submission and post-launch SDK maintenance. We stay accountable through the full live-service lifecycle — including ARKit and ARCore SDK updates — with continued support after launch for SDK updates, platform changes, and ongoing maintenance.
Our team covers AR engineering, Unity and Unreal development, 3D art, QA, and live operations. AR development spans multiple disciplines — you get a complete team across AR engineering, 3D art, QA, and live operations.
100% of your AR project transfers to you on final payment — Unity scenes, AR anchors, spatial tracking scripts, and build pipelines. No licensing restrictions, no revenue share, no lock-in of any kind.
ARKit and ARCore ship 3–4 breaking updates per year. Our post-launch SDK programme keeps your title functional across every major iOS and Android version — included, not upsold.
Questions about timelines, cost, frameworks, and working with our team.
A specialist AR studio provides AR game development services that deliver augmented reality games overlaying interactive digital content onto the real world via a device camera. This requires expertise beyond standard game development — ARKit, ARCore, Vuforia, spatial tracking, real-world interaction design, and AR-specific performance optimisation. SDLC Corp covers everything from concept through live SDK maintenance, with 120+ developers across AR engineering, Unity, Unreal, 3D art, and QA.
Timeline depends on AR complexity, platform, and feature scope. A mobile AR prototype takes 3–6 weeks. A full consumer mobile AR game typically runs 6–12 months. A multi-platform experience covering mobile, WebAR, and smart glasses runs 12–18 months. AR interaction design takes longer to validate than traditional 2D/3D games — on-device prototype sign-off is required before committing to full production scope.
Mobile AR titles start from $25k–$80k for focused, single-platform builds. Cross-platform AR games with multiplayer run $80k–$250k. Enterprise and smart glasses AR starts at $250k+. The primary cost driver is interaction design and device testing — not engine licensing. Unity ARFoundation reduces platform costs for cross-platform builds. Final scope and cost are confirmed at the end of the free initial consultation.
ARKit gives the highest tracking fidelity on iOS. ARCore is the Android equivalent. Unity ARFoundation wraps both in a single codebase for cross-platform mobile AR. Vuforia is the right choice for image target detection and marker-based AR. 8thWall or WebXR is correct when you need AR without an app download. The wrong framework decision is expensive to reverse — we confirm this during discovery, not mid-production.
Yes — ARKit and ARCore tracking runs entirely on-device and requires no internet connection. Multiplayer AR, cloud anchors, leaderboards, and live-service features require network access. Most AR games mix offline and online features — the connectivity model is defined during the GDD phase, not retrofitted at launch.
Yes. SDLC Corp builds for Meta Quest mixed reality mode, Microsoft HoloLens 2, and Magic Leap 2. These devices use inside-out tracking and have different UX paradigms than mobile AR — they require dedicated pipelines and separate device testing. Smart glasses AR is scoped separately from mobile AR.
You do - 100%. Full source code transfers on final payment, covering Unity project files, AR tracking scripts, cloud anchor configurations, and build pipelines. No licensing restrictions, no revenue share, no lock-in. Unlike some vendors who bundle proprietary SDKs that restrict commercial use, every deliverable from SDLC Corp is fully client-owned.
Unlike generalist agencies that treat AR as a feature toggle, our dedicated AR engineers build natively against ARKit, ARCore, and Vuforia SDKs. ARKit and ARCore break live games 3–4 times per year — our post-launch maintenance programme handles this as a standard part of engagement, not a paid extra.

United States:
Transform Digital LLC
44 Montgomery Street, Suite 300
San Francisco, CA 94104

United Kingdom:
30 Charter Avenue, Coventry
CV4 8GE Post code: CV4 8GF United Kingdom

United Arab Emirates:
Unit No: 729, DMCC Business Centre Level No 1, Jewellery & Gemplex 3 Dubai, United Arab Emirates

India:
715, Astralis, Supernova, Sector 94 Noida, Delhi NCR India. 201301

Qatar:
B-ring road zone 25, Bin Dirham Plaza building 113, Street 220, 5th floor office 510 Doha, Qatar

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