We'vedeveloped"FilthyFingers,"amultiplayerARmobilegamewhereuptoeightplayershunt,collect,andstealvirtualfruitswithinatimelimit.

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Case Study
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Technology, SaaS & Infrastructure
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Technical ConsultingUX DesignVisual DesignSoftware DevelopmentDevOpsProducing

Spaces become playgrounds: A multiplayer AR game for eight players.

Challenge: Credibly connect players in the same room.
From a series of experimental prototypes arose the question of how to coordinate multiple players physically in the same space without breaking immersion. The goal was to create a quickly accessible, robustly synchronized game for events, offices, and parks with measurable enjoyment.
Gameplay scene with multiple people in a living room reaching for and interacting with virtual fruits in AR.
Filthy Fingers is a mobile AR game for up to eight players: short rounds, virtual fruits, collecting and stealing. We delivered a Unity client with Niantic Lightship integration, object occlusion, and peer-to-peer mesh synchronization, as well as physics-based interaction.
A finished game that turns real surfaces into the playing field.

The result combines precise spatial recognition with fun mechanics: fruits bounce, roll, and disappear behind furniture, creating unpredictable, nerve-wracking moments. As a hard number, the rounds support up to eight participants. Players reported spontaneous competition and high replay rates.

This is how we implemented the multiplayer experience.
The process went from discovery through rapid prototyping to a stable build and a field test launch. The core was a host-side neural mesh from camera input, distributed to other devices via peer-to-peer messaging. Object occlusion and physics in Unity ensured credible interaction; the key insight was that clear visual feedback and simple synchronization have more impact than complex technology.
Short gameplay: Here you can see the mesh synchronization in action, how fruits realistically interact with furniture, and how multiple players compete for loot in real-time. Video placeholder — ideal for a 30–60 second clip that captures the 'Magic Moment.'
The most effective combination was a reliable host mesh, simple peer-to-peer communication, and visible physics: it made the gameplay mechanics immediately understandable and emotional. The central lesson is to make technology invisible so that game moments can be loud and shareable.
Technology must remain invisible so that the game can be loud.