AR Game Development Company
SDLC Corp is a specialist AR game development company building immersive augmented reality games for mobile, tablets, and smart glasses — using ARKit, ARCore, Vuforia, Unity, and Unreal Engine. Full source code ownership. No revenue share. Delivery from concept through live operations.
4.9 ★
4.8 ★
5.0 ★Get a Free AR Consultation
A Specialist AR Game Studio Built for Immersive Delivery
SDLC Corp is a full-cycle AR game development company with 120+ developers, 5 global offices, and a team whose combined experience spans 20+ years across mobile, console, and XR. We ship augmented reality games on ARKit, ARCore, Vuforia, Unity, and Unreal Engine — from concept through live operations.
Our 500+ shipped titles cover mobile, PC, and console across multiple genres and platforms. AR projects get dedicated AR engineers alongside Unity and Unreal specialists — not generalists who add AR as a feature. Every delivery includes full source code, no lock-in, and no revenue share.
Work runs in structured sprint cycles with weekly device builds and client sign-off at every milestone.
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
Trusted by Global Brands, Studios & Enterprises
Every rating on independent B2B platforms reflects a real project outcome — verified by the platform against an actual engagement, not self-reported.
Selected clients — additional references available under NDA
“The interactive gameplay, storytelling, and 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.”
What We Build: Full-Cycle AR Game Services
As a full-cycle AR game development company, we handle every phase from design documents through App Store submission and post-launch LiveOps — 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.
Full builds from concept to store launch using the right AR framework for your platform and target audience.
2D/3D asset pipelines, environment art, HUD design, and shaders purpose-built for AR rendering requirements.
Playable prototype in 3–6 weeks on a real device — validating spatial interactions before committing to full production.
Discovery through live operations. 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.
AR Games We’ve Shipped: Four Build Stories
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.
Our AR Game Technology Stack
Framework selection happens during discovery — not production. The right AR SDK, engine, and backend combination depends on your target platform, tracking requirements, and interaction model. Here’s the full toolkit we draw from.
What Sets Our AR Engineering Apart
Working with an AR game development company that builds natively against ARKit and ARCore makes a measurable difference in tracking fidelity and battery performance. Dedicated AR engineers are assigned to every project from day one.
Direct SDK builds — no middleware layers — deliver better tracking fidelity, surface detection, and light estimation on iOS and Android than any wrapper-based approach.
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 architected before gameplay is built — synchronising spatial anchors at scale requires it.
No-download AR via 8thWall or WebXR. For branded activations and marketing campaigns, removing app store friction dramatically improves conversion — and WebAR is often the smarter technical choice.
AR rendering is GPU-intensive. Every build is profiled against mid-range device targets before launch — battery drain and frame-rate drops kill AR sessions, so performance work happens in production, not at QA.
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.

AR Platforms We Ship On
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. That’s a discovery call, not a production one.
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.
How We Deliver AR Games: Five Stages
We validate on real devices before production, not after. Device testing is 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.
Why Choose Our AR Game Development Company
Six reasons studios, brands, and enterprises choose SDLC Corp over every other option. We build AR-native, not AR-adapted.
We build against native ARKit and ARCore SDKs — not generic wrapper libraries. Native integration delivers better tracking fidelity and battery efficiency. Our AR games outperform wrapper-based builds on mid-range devices, where most of your players are.
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. This eliminates surprises at production sign-off.
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 — unlike studios that hand off code at launch and disappear.
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 rather than a generalist agency that figures it out mid-project.
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. Live AR games break without maintenance. Our post-launch SDK programme keeps your title functional across every major iOS and Android version — included, not upsold.
AR Game Development Company: Your Questions Answered
Questions about timelines, cost, frameworks, and working with our team. We respond to every enquiry within one business day.
A specialist AR studio builds augmented reality games that overlay 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 defined in our paid discovery phase.
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 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.
We are a full-cycle studio with 400+ professionals across AR engineering, game development, 3D art, QA, and live operations. 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.
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