Shape
Reality
We build interactive experiences across people, products & places.
Spatial Studio · San Francisco · Est. '25
Face + ear tracking
Hand + wrist tracking
Body tracking + segmentation
No app required
Virtual try-on
Try-on, in the browser.
Makeup, eyewear, earrings, watches — anchored to real anatomy, in metric 3D, on the shopper's own phone. One tap from the product page. No app between them and the purchase.
Face
Makeup · Eyewear · Headwear
Rendered on the face mesh
Ear
Earrings · Earbuds
True ear anchors — lobe, helix, canal
Wrist
Watches · Jewelry
Pilot program
Wrist try-on ships as a pilot until our tracking benchmark passes. We don't overpromise.
Body-tracked campaigns
Digital costumes, interactive AR mirrors, gesture-driven games, and apparel activations — effects anchored to real people in metric 3D.
MoreFace & accessory AR
Face filters, headwear, iris effects — and true ear anchoring for earrings and earbuds, beyond the standard face mask.
MoreAgency production team? We white-label →
3D Body Tracking
Tangle
a particle stream orbiting the torso
Butterflies
weaving around the body
Fire Wings
flame membranes on the back
Star Hologram
glass stars in orbit
Crystal
the world bends through it
Mirror
the room, reflected live
Iridescent
thin-film, always shifting
drag — R&D demonstrations, captured live in the browser, unedited
Face
Makeup
lips, blush, liner, shadow — rendered live
Earrings
true ear anchors — lobe, helix, canal
Oni Mask
a full face mask, tracked to the jaw
Headwear
a tricorn and charms, holding through motion
drag — R&D demonstrations, captured live in the browser, unedited
We build the layer we render on
Our own browser-native tracking runtime for body, face, and ear effects. Your project starts from working infrastructure — not from rebuilding the camera and tracking pipeline on your budget.
Stable anchors, not landmarks
Raw pose models give you jittery dots. Our runtime turns them into metric camera-space joints and 6DoF anchors — tuned against deterministic benchmarks, so effects hold still.
Believable by default
Person occlusion, room-light estimation, and a real refraction/reflection material system. Effects pass behind people and pick up the room — they belong to the scene.
Yours to keep
On-device processing, self-hostable, no per-user platform fees. It adapts to your stack — Three.js, 8th Wall world tracking, or an existing client runtime.
Prototype first
Start with a 1–2 week technical prototype. If the interaction and device performance pass, continue into production. No six-figure leap of faith.
01
Prototype
A 1–2 week fixed-price technical prototype: the core interaction, on real phones, with a recorded stability report. Small commitment, real answer.
02
Production
If the prototype passes, we build the full experience: UI, capture and share, analytics, and a device QA matrix.
03
Launch & maintain
We stay on as your AR dev team — browser and device updates, performance monitoring, new effects on the same anchors. WebAR that keeps running after the campaign ships.
Reality Engine
Browser-native 3D body, face, and ear tracking — metric camera-space joints, versioned releases, a public devlog — and the effect gallery built on it.
Uncharted
A hand-pressed jigsaw with a hidden layer: solve it, scan it, and the artwork comes alive — then claim a rank on the global leaderboard.
Location-based hunt platform
Create, publish, and play AR scavenger hunts without code: admin console, game engine, image-target pipeline, analytics.
Live activations
AR mirrors, pop-ups, and camera-activated wearables for fashion shows, night markets, and street fairs across the city.
Have a project in mind? / Agency partnerships welcome
Shape
Field notes from the engine — monthly
Transmission — notice harder.