Ascension Realty · Mobile AR · Private client

Walk through a building before it’s built

A mobile AR experience that takes buyers from a city skyline down into a single room, before construction begins.

XR Designer · CXR Agency (Kinemeric)

Concept to demo build in a 3-week sprint · 2021

See the journey
  • ROLE

    XR Designer, concept to testing

  • TIMELINE

    3-week sprint, concept to demo

  • TEAM

    Me, Creative Director, 2 3D artists, 2 developers

  • STACK

    Unity 3D · Vuforia · Vectary · Figma

Problem & scope

A promising idea with no structure yet

A private real estate client wanted buyers and investors to experience developments in AR, from anywhere. There was no clarity or user journey yet.

The ask

Scan a surface and move from a city skyline into one apartment: city → tower → floor plan → room, as one journey.

The constraint

Three weeks, start to finish, with a five-person team and no existing app to reference.

The challenge

No onboarding, no walkthrough. It had to read clearly the first time someone picked up a phone.

What I did

Every decision ran through me, concept to final testing

With the Creative Director’s approval and build support from the 3D and dev teams.

Storyboarding

Scale-by-scale journey boards, city to room

Asset curation

Sourced TurboSquid models, optimized for real-time AR

Interaction & UX

Gestures, transitions and room-level navigation

Holographic shader

Art-directed the materialize effect behind the scan

Prototyping

Click-through mockups in Figma before dev handoff

Sound design

Ambient tone and interaction feedback

Developer sync

Worked directly with the two developers on every interaction

Testing & iteration

Tested builds across devices, notes into the design system

Design goals

Four goals guided the design

01

Narrative journey

An emotionally coherent story of ascension, rising from a skyline down into one home.

02

Minimal UI, maximum impact

Interactions native to 3D space, not a 2D app squeezed into AR.

03

Sensory immersion

Sound, light, space and touch blend so the tour feels physical.

04

Speculative interaction

No existing app to borrow from, so the patterns were invented.

Storyboard

One journey, twelve beats

With no existing platform to reference, the storyboard was the design contract the 3D team built to scale against.

Splash screen
01Splash screen
Scan surface
02Scan surface
AR cityscape emerges
03AR cityscape emerges
Buildings rise
04Buildings rise
Pinch to highlight
05Pinch to highlight
City paper unfolds
06City paper unfolds
3D floor plan extrudes
073D floor plan extrudes
Pinch-to-zoom
08Pinch-to-zoom
Apartment saved
09Apartment saved
Moving closer
10Moving closer
Room clusters
11Room clusters
Focused room view
12Focused room view

Splash to scan

It opens in the real world, not a menu, before anything digital appears.

City to tower to floor plan

Three deliberate zoom-ins carry the “ascension” story forward.

Pinch and proximity together

Zoom is both a screen gesture and a side effect of moving closer.

UX flow

Six stages, four gestures

From launch to a focused room view in under a minute.

1

Landing

Open the AR app

2

Onboarding

“Scan a flat surface to begin.”

3

World build

City grid extrudes into 3D

4

Selection

Tap a pulsing unit

5

Interior

Floor plan becomes 3D

6

Room focus

Tap a room for details

Interaction model

Pinch

Zooms the 3D interior in or out

Tap a pulsing icon

Selects a unit from the cityscape

Tap a room label

Jumps to bedroom, kitchen, living room

Avatar walk

A 3D figure walks into the room, cueing the camera

Key challenges

Three problems worth the sprint

Plane tracking

Buildings and floor plans had to land level and stable on the user’s real surface, with no drifting.

HOW I SOLVED IT

Multiple Vuforia anchor points let the experience snap between city, tower and apartment without losing tracking.

Building scale

Models had to read at full scale and stay detailed, without making the user walk around.

HOW I SOLVED IT

Assets were re-scaled and optimized by hand, and proximity to the device stood in for walking closer.

Full cityscape

A real city made the development convincing, but building one risked doubling the work.

HOW I SOLVED IT

Surrounding blocks became low-detail blockouts with a holographic shader; only the development got full fidelity.

Core features

The three that made it work

Everything else stayed secondary.

Full models

01

Full models

3D buildings materialize in the user’s own space, showing a development’s true scale.

Furnished floor plans

02

Furnished floor plans

A tap moves the user inside to explore each room with real layouts and furniture.

Unobtrusive details

03

Unobtrusive details

Property and room info lives in a panel beside the view, never crowding the 3D.

Mockups · Vectary

From scan to close-up

Frames from the demo build and the Vectary renders.

Scanning a surface, blockout cityscape appears
Scanning a surface, blockout cityscape appears
Full low-poly cityscape at real-world scale
Full low-poly cityscape at real-world scale
AR interior, wide view through the phone
AR interior, wide view through the phone
Furnished room, close-up AR detail
Furnished room, close-up AR detail

Results

A concept became a working demo

Working app

A functioning mobile AR platform, ready to demo end to end

Client-ready

A sample project the team can put in front of prospects

Tenant to investor

Built for the full range of real estate shoppers

“With a functioning platform and a sample project to showcase, the client is ready to build out the use case and change the way shoppers approach real estate.”

Client work for a private real estate client, delivered at CXR Agency (Kinemeric) with a Creative Director, two 3D artists and two developers. This page shows my role and contributions.

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