AR – 3 common queries in pitch meetings

Augmented Reality – Confusing? Exciting? Expensive?

For campaign managers, marketing managers, digital agencies and the like – what really is the opportunity presented by AR? Following are three of the most common questions that we have come across recently – and our responses in summary.


  1. Doesn’t creating AR take a lot of time and resources? Isn’t it expensive?

Hmm – it’s all relative! 

AR is a new medium of communication – and as with the introduction of any previous media, such as the television or digital advertising, the initial uptake is seen as being risky, and the ROI isn’t always clear.

Most forward thinking companies are adopting research into the AR space, be it for marketing, operations or product development. We see this quite clearly when we look at some of the members of AREA – the global member-based organization promoting widespread adoption of enterprise level AR solutions.

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  1. How do I go about creating content for this new media? My budgets are already allocated into making creatives for print, tv, radio, outdoor and/or digital!


Being a medium of communication – there’s certainly ways that content can be created to leverage the technology to make it more engaging, however essentially – that’s all it is – a medium of communication!

You could repurpose your print ads for an AR experience for consumers when they walk into your retail outlets, or have a tv ad play when they scan a barcode on a product. The digital content that is being created, be it banners, quirky gif files or even memes – can all be overlaid on your logo to provide the user a unique and memorable experience.

 Here are some examples of how AR is working in selected industries.

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  1. I’ve seen how popular pokemon was, and how well the mcdonalds AR app worked too. But creating that seems time consuming and my audience is different! How can I show my colleagues and my boss how effective this technology is?


Given the popularity of those apps – the engagement levels that this technology can offer is evident. However, it can be challenging presenting a video game as a reference for a marketing initiative at a paper company (for example). So if you feel that your company isn’t going to get value from those references – why not set up an AR experience aligned to your goals?

The best part is that its not complicated, its free to try and the experience only takes a few minutes to set up. We’ve built a tool that enables you to create a custom AR experience in 3 steps. 8AR is currently in Alpha phase – and as we build it out further, we’d love to get your feedback and understand how we can build it to suit your requirements and take you into an age of frontier technology.

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Here’s a short video explaining how it works;



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Developers’ Post: Top 5 Unity tutorials regarding AR/VR

Vuforia How To :

Vuforia is probably the most reliable and easy to use AR platform on the market. This video-guide will help you setup your own AR experience in a few minutes only. They made it really accessible, and whether you’re a developer or a company, having your own set of AR experiences will help you promote yourself and stand out.

Cardboard / Gear VR :

When it comes to VR, cardboard has always been the most accessible out there, followed by Gear VR (which is actually pretty good in quality). This video is, in my opinion, the one who explains best how to get started with basic VR, and create immersive experiences for your clients, fans, future employers or relatives!

Vive Setup & Input :

If you are looking to get into standalone VR projects, VIVE is probably the right headset for you. This tutorial will teach you how to get started, which is something that I feel needs far more attention than most developers give. It’s easy to forget sometimes, that the best virtual experiences need the best inputs.

Custom Editor :

If there is one thing on Unity which is underrated, it’s definitively Custom Editors. They allow a much faster production efficiency as a programmer, and will let some teammates which aren’t necessarily good at programming to handle the design of your game or application without a sweat.


Shader (Shaderforge, a Unity asset) :

Shaderforge for Unity, or Unreal’s material, or Blender or any node-based material systems are something that all devs should, sooner or later, get good at. When reaching late development, it’s noticeable that 70% of the efficiency issues can get fixed by making your own shaders, and that can eventually, become essential. The fact that they are node-based only makes it easier to work with, and enabled better results.


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