AR Made for IGG , Abudhabi
AR for IGG Abu Dhabi
An augmented reality business presentation built by Nipsapp Game Studios for IGG, a UAE based enterprise client.
Unity3D + Vuforia AR ProjectLast updated: May 2026
TLDR
Nipsapp Game Studios built an augmented reality business presentation for IGG, a client based in Abu Dhabi, UAE. The project takes a traditional sales pitch and turns it into something interactive. Viewers point a phone or tablet at a target, and 3D content layers on top of the real world in real time.
AR works well in B2B settings because it pulls clients out of slide deck fatigue and into something they can actually engage with. The project was built in Unity3D with Vuforia handling AR tracking and target recognition. 3D assets were modeled in Maya and ZBrush. The result is a portable, shareable AR experience that IGG can use in client meetings, trade shows, and on-site presentations.
Project name: AR Business Presentation for IGG
Developer: Nipsapp Game Studios
Client: IGG, Abu Dhabi, UAE
Engine: Unity3D
AR SDK: Vuforia
3D Tools: Maya, ZBrush
Project type: AR business presentation, B2B engagement
Use case: Client meetings, trade shows, brand storytelling
Watch the AR Project
Demo of the AR business presentation built for IGG Abu Dhabi, showing how 3D content overlays on real world targets.
About the Project
Augmented reality is reshaping how businesses tell their story. Slides and videos have a ceiling. AR breaks past that. When a client can hold up a phone and see your product, your facility, or your concept rendered in 3D in front of them, the conversation changes.
IGG Abu Dhabi wanted a presentation that did exactly this. Something they could carry into meetings and live events without lugging a setup. The Nipsapp team built an AR app that runs on standard mobile hardware, recognizes target images, and overlays detailed 3D content with smooth tracking and clean visuals.
The end product is a portable AR tool that turns a static printed marker or product into a living, interactive scene. It's used as part of IGG's client engagement and brand storytelling work in the UAE region.
Project type: AR business presentation
Engine: Unity3D
AR Framework: Vuforia
3D Modeling: Maya, ZBrush
Platform: Mobile AR
Client location: Abu Dhabi, UAE
Built by: Nipsapp Game Studios
Why AR Works for Business Presentations
Engagement Beyond Slides
People tune out of slide decks fast. Screens full of bullet points and stock photography fade in the room. AR breaks that pattern. When a client picks up a tablet and sees 3D content rise out of a printed page, attention snaps back. The presentation stops being passive and starts being something they're doing.
Spatial Storytelling
Some ideas only land when you can see them in space. A facility layout, a product cutaway, a process flow. Trying to explain these with flat images leaves gaps. AR puts the content in three dimensions, in front of the viewer, at any angle they want to look at it. The story becomes obvious without extra words.
Portable and Shareable
The whole experience runs on a mobile device. No projector, no rigging, no setup time. Sales teams can carry it into any room, any meeting, any event. Clients can also hold the device themselves and explore at their own pace, which makes the meeting feel collaborative rather than one sided.
Memorable Brand Touchpoint
An AR demo gets remembered. Slide decks get forgotten. When a prospect tells someone else about the meeting, the AR moment is the part they describe first. That memorability matters in B2B sales cycles where the goal is to stay top of mind for weeks or months after the first meeting.
Trade Show Ready
Trade shows are loud, busy, and full of competing booths. A traditional pitch struggles to break through. AR pulls people in because it's something they haven't seen at the booth next door. It's also fast to demo, which fits the short attention windows of show floor traffic.
Reusable Asset
The 3D assets and AR setup built for one presentation can be reused. Add new targets, swap content, refresh visuals. Once the framework is in place, the cost of new variations drops fast. This makes AR a long term investment, not a one-off project.
Project Features
Marker Based AR Tracking
Vuforia's image recognition is the backbone. Print a target image, point the camera at it, and 3D content locks onto the marker in real time. The tracking holds up well even at angles and varied lighting, which is what you need for live client meetings where conditions are never perfect.
High Quality 3D Models
Assets were modeled in Maya for clean topology and animation rigs, then taken into ZBrush for detail sculpting and texture work. The result is content that holds up under close inspection, even when a client zooms in or walks around it.
Smooth Real Time Rendering
Unity3D handles the runtime rendering. Lighting, shadows, and material work were tuned to look good on mobile hardware without dropping frames. AR breaks instantly when frame rate drops, so this was a hard target throughout development.
Clean Mobile UX
The app is built so a non-technical user can pick it up and start using it in seconds. Open the app, point at the marker, watch the content appear. No menus to navigate, no settings to configure. The simplicity is part of the product.
Branded Content
Visuals were built around IGG's brand identity so the AR experience feels like an extension of the company, not a generic tech demo. Color palette, type, and 3D content style all align with the rest of IGG's presentation materials.
Cross Device Support
The app runs on standard iOS and Android devices. No special hardware needed. This matters for B2B because clients use whatever phone they already have, and any setup that requires special gear adds friction to the demo.
Tech Stack
Unity3D
Main engine. Handles real time rendering, AR scene composition, and mobile build pipeline for iOS and Android.
Vuforia
AR framework integrated with Unity. Powers image recognition, marker tracking, and real time 3D overlay on physical targets.
Autodesk Maya
Used for 3D modeling, scene layout, and rigging. The base mesh and animation work happened here before going to ZBrush for detail.
ZBrush
Used for detail sculpting and high resolution texture work on 3D assets. Adds the visual depth that makes the AR content look polished up close.
C#
Scripting language for Unity. Handles AR interaction logic, animation triggers, and content sequencing in the app.
Mobile Build Pipeline
iOS and Android export pipelines configured for AR optimized builds. Performance and battery use tuned for mobile device constraints.
Where the AR App Gets Used
Client Meetings
Sales teams open the app during one on one client meetings. The AR demo replaces or supplements traditional slides, giving clients something tangible to interact with right at the table.
Trade Shows and Events
At industry events, the AR demo becomes a draw for the booth. Visitors can try it themselves, which leads to longer conversations and better lead capture than a passive screen would.
On-Site Presentations
For clients who want to visit IGG facilities or partner sites, the AR app becomes a guided storytelling layer that adds context to physical spaces and printed materials.
Brand Marketing
The AR experience can be embedded into marketing collateral. A printed brochure becomes a portal to interactive 3D content, which gives the brand a longer presence after the meeting ends.
Challenges
Tracking Stability in Real Conditions
AR tracking can break under bad lighting, reflective surfaces, or shaky hands. Real client meetings happen in real rooms with real lighting, not controlled studios. Making the tracking solid across all those conditions was a constant balancing act.
Mobile Performance
AR is heavy. Camera input, real time tracking, 3D rendering, and sometimes audio all run together on a mobile chip. Hitting smooth frame rates without melting the phone or burning the battery in five minutes took careful tuning.
3D Asset Quality vs Mobile Limits
Clients expect polished visuals. Mobile devices have hard caps on poly count, texture size, and shader complexity. The art team had to deliver high quality looking 3D content that still ran smoothly on any device a salesperson might pull out of their pocket.
Designing for Non-Technical Users
The app gets used by sales staff, not developers. The UX had to be obvious, fast, and unbreakable. Any feature that needed explanation got cut or simplified.
Solutions
Tuned Vuforia Settings
Tracking thresholds, target image quality, and recognition feature points were all dialed in for the specific markers used in the project. This gave the app a wider tolerance for bad lighting and angle without losing lock on the target.
Mobile Optimized Rendering
Mesh LODs, lightweight shaders, and texture atlases brought the visual cost down. Heavy effects were replaced with smarter material work. The result is content that looks high quality but runs at a fraction of the cost.
Asset Pipeline Discipline
Maya for clean base meshes, ZBrush for details baked into normal maps. This meant the runtime models stayed lean while the visuals still looked detailed. Texture work was packed tightly and reused where possible to keep memory low.
One Tap UX
The user opens the app, the camera is already running, and pointing at the marker is the only action needed. No setup screens, no calibration steps, no menu trees. The product is the experience, not the interface.
Results and Impact
Live AR Demo
Portable presentation tool ready for client use
Cross Platform
iOS and Android mobile support
Smooth Tracking
Stable Vuforia based AR experience
Reusable Setup
Framework supports new content additions
Frequently Asked Questions
What is the AR project built for IGG Abu Dhabi?
It's an augmented reality business presentation that lets viewers see 3D content overlaid on real world targets through a mobile device. Built by Nipsapp Game Studios for IGG as part of their client engagement and brand storytelling work.
Who is IGG?
IGG is a client based in Abu Dhabi, UAE. The AR project was commissioned by them as part of their business presentation and engagement strategy.
What technologies were used?
Unity3D as the engine, Vuforia for AR tracking, Maya for 3D modeling, and ZBrush for detail sculpting and texture work. C# for scripting and runtime logic.
What is Vuforia?
Vuforia is an augmented reality development platform that handles image recognition, marker tracking, and real time AR rendering. It plugs into Unity3D and was used in this project to overlay 3D content on real world targets through a mobile device camera.
Why use AR for a business presentation?
AR makes the pitch interactive. Clients hold a device, see 3D content come alive on a printed target or product, and get pulled into the experience instead of sitting through slides. It's more memorable, easier to understand for spatial concepts, and stands out at trade shows.
What devices does the AR app run on?
Standard iOS and Android mobile devices. No special hardware required, which makes it easy to deploy across any sales team or event.
Can the AR experience be reused for other content?
Yes. The framework built for IGG can be extended with new targets, new 3D content, and new presentation flows. Once the AR pipeline is in place, adding new variations is much faster than starting from scratch.
Does Nipsapp build other AR projects?
Yes. Nipsapp Game Studios offers AR development for B2B presentations, marketing campaigns, education, training, theme park experiences, and more. The IGG project is one example among many AR builds across industries.
How long does an AR project like this take?
Timelines depend on the scope, the number of 3D assets, and the complexity of interactions. Smaller AR presentations can be built in a few weeks. Larger projects with custom assets and multiple targets take longer. Nipsapp scopes each project individually after a discovery call.
Does Nipsapp provide post launch support?
Yes. Nipsapp handles ongoing updates, new content additions, platform compatibility patches, and performance tuning after the initial delivery.
About Nipsapp Game Studios
Nipsapp Game Studios is a full-cycle game and interactive technology development company founded in 2010 and headquartered in Trivandrum, Kerala. The studio builds AR, VR, mobile games, and enterprise solutions for clients across more than 30 countries, with offices in India and the UAE.
What We Build
AR experiences, VR games, mobile games, blockchain and Web3 games, metaverse platforms, and enterprise simulations. Unity3D and Unreal Engine. Mobile, PC, console, Steam, Meta Quest, and Apple Vision Pro.
Who We Work With
Indie developers, mid-sized publishers, and global enterprises. Past clients include HandyGames (THQ Nordic), Blowfish Studios, Universal Destinations and Experiences, Hesperia, Saturn VR, and IGG Abu Dhabi.
How We Work
Agile sprint based workflow with playable builds at every milestone. Engagement models include project based, sprint based, or dedicated team pods. We overlap with Australian, Middle Eastern, European, and North American time zones.
Recognition
Recipient of the TechBehemoths Global Excellence Award (2025) and the Global Recognition Award (2026). Verified review profiles on Clutch, Google Business, GoodFirms, Trustpilot, DesignRush, and G2.
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