Why trying a demo changes the brief

There is a gap between watching an AR campaign on a brand's Instagram and actually holding your phone up and seeing AR activate in your own environment. That gap is where briefs go wrong.

When a brand team tries a live demo before they write anything, three things happen. They ask sharper questions. They stop describing what they want in terms of other campaigns they have seen. And they stop asking the studio to explain what WebAR is, because they have just experienced it.

More practically: when you walk into a client presentation with a live demo on your phone and not just a deck, the objection "will this actually work?" evaporates. You hand them the phone. They try it. The meeting moves forward.

This article walks through the RBKAVIN. demo portal, what each demo type demonstrates to a client, and the three questions every demo should prompt you to put in your brief.

What WebAR actually is

WebAR is augmented reality that runs inside a mobile browser. Safari on iOS. Chrome on Android. No app to download, no social media account required. The user opens a URL or scans a QR code, the browser asks for camera permission, and the experience loads.

Under the hood, WebAR platforms like 8th Wall and Niantic Studio handle the device compatibility layer. They translate camera input, motion sensor data, and real-time rendering into something that works reliably across most modern phones. The developer builds the experience once; the platform makes it run on both iOS and Android without separate code paths.

For a brand team, the relevant thing to know is this: any URL you can send in an email, embed on a product page, or print as a QR code on packaging can trigger an AR experience. No friction beyond granting camera access.

The RBKAVIN. demo portal

The studio runs a live WebAR demo portal at ar.rbkavin.studio. Open it on your phone now. Every demo on the portal activates directly in the browser.

The portal groups demos by interaction type: face-based effects, product visualisation, image tracking, and world placement. Each type represents a different creative and technical approach. The demos are built to show range, not to illustrate a single style.

If a demo does not load cleanly on your device, try it on Chrome for Android or Safari 16+ on iOS. Very old devices (pre-2019 hardware) may not support the WebXR APIs these demos use.

Face filter

What you'll see

The camera tracks your face in real time. 3D elements, overlays, or branded effects follow your expressions and head movement. The face game demo turns head movement into an interactive 30-second game — useful for showing engagement mechanics, not just visual effects.

Try face filter Try face game

Body tracking and virtual try-on

What you'll see

Full-body pose tracking with a virtual overlay aligned to your silhouette. This is the technology behind virtual try-on for fashion and wearables, and AR mirror experiences for retail. Runs in a browser — no app, no special hardware.

Try body tracking

Image tracking

What you'll see

Point the camera at a specific image target (on screen or printed) and 3D content or animation activates and anchors to it. The content stays locked to the target as you move. This is the mechanic that makes packaging, print ads, and event collateral feel like interactive media.

Try image tracking

World AR and sky AR

What you'll see

World AR places content into your physical environment: products on surfaces, objects in space, branded moments in a room. The sky AR demos go further — one replaces the entire sky in the camera view with a custom environment, a second uses AI to detect and replace only sky pixels, leaving buildings and foreground untouched. The hand-tracking pottery wheel demo shows gesture-driven interactions without a touchscreen.

Try world AR Try sky AR Try hand tracking

Snap lens

What you'll see

A native Snap Lens experience embedded in the page — showing what a brand lens feels like outside the Snapchat app. Useful for clients evaluating Snap as a platform before committing to a Lens Studio build.

Try Snap lens

What each demo type tells a client

When you show a client a demo, the experience they have in the next thirty seconds determines whether AR is a live option for their campaign or an abstract idea. Each demo type tells them something specific.

Face filter: personalisation and shareability

Face AR puts the brand on the person. The client is the subject. When you try a face filter demo, you immediately understand why this format drives sharing: the person holding the camera becomes the content. For product categories where identity and self-expression matter (beauty, fashion, sport), this lands fast.

Face filters also convert skeptical clients quickly because the experience is personal and immediate. There is no "imagine yourself in this scenario" step. They are already in it.

Product AR: purchase intent and physical context

Placing a product in your own environment does something that photography cannot: it answers the question of scale and fit. A sofa in a room, a trainer on a floor, a speaker on a shelf. Purchase intent data consistently shows that this interaction reduces return rates. Clients in retail, furniture, fashion, and consumer electronics understand the value immediately when they try it themselves.

Image tracking: print and packaging activation

Point the camera at a flat image and the image comes alive. This is the demo that makes packaging, magazine ads, OOH, and event print feel like underused channels. Every piece of printed material with a QR or a trackable image becomes a gateway into a brand experience. Clients with physical retail presence or catalogue businesses tend to find this the most commercially obvious application.

World AR: spatial placement and atmosphere

World AR is where brands can create genuine surprise. An object that wasn't there a moment ago now occupies a corner of the room. A character stands in a space. A branded environment wraps the user's surroundings. This format works for launches, events, and any campaign moment where scale and spectacle are the brief. It also tends to be the demo that gets shared, because the person holding the phone wants other people to see what they are seeing.

From demo to brief: the three questions

Every demo should prompt three questions. If your brief doesn't answer them, the first studio you speak to will ask them in the first meeting, and you will spend the meeting trying to answer something you should have thought through beforehand.

1. Who is the audience holding the camera?

AR is a first-person medium. Someone picks up their phone and points it. That person has a specific age, a specific device, a specific level of comfort with granting camera permission. The experience needs to be designed for that person specifically, not for "mobile users" in the abstract. A face filter aimed at 18-24 year-olds on high-end iPhones is a completely different build from a product visualisation aimed at 45-year-olds buying furniture.

2. Where are they physically?

WebAR always activates in a physical environment. That environment matters. A retail store has controlled lighting and a specific set of surfaces. A train platform has movement, varying light, and probably a crowd. A user's living room is unpredictable in every dimension. The physical context shapes what tracking will work, what the content will be competing with visually, and how long someone will hold their phone up.

3. What should they do next after the experience ends?

The best AR experiences are not destinations. They are transitions. The face filter gets shared. The product visualisation leads to a product page. The image tracking unlocks a discount code. World AR reveals a time-limited offer. If your brief does not specify what the user does after the experience, the experience has no conversion architecture, and it becomes a novelty that looks good in a campaign debrief and drives nothing measurable.

If you want something custom

The demos at ar.rbkavin.studio show you what the technology can do. A custom build puts your brand, your audience, and your campaign objectives into that same technology. The creative layer, the assets, the interaction flow, and the call to action are all built around your brief.

If you have tried a demo and you have a project in mind, the next step is a conversation. Tell us what you're activating, who the audience is, and what the commercial goal is. We'll come back with a format recommendation and a rough scope.

Frequently asked questions

Do WebAR demos work on all phones?

Most WebAR demos work on modern iOS (Safari 16+) and Android (Chrome) devices. Older phones may struggle with 3D rendering or lack the camera API support needed. If a demo does not load, try it on Chrome for Android or Safari 16+ on iOS. Very old devices (pre-2019) may not support WebXR at all.

Do I need to ask a client to install an app before showing them a WebAR demo?

No. WebAR demos run directly in a mobile browser from a URL or QR code. No app install is required. This is the main advantage of WebAR for pitches: you can send a link and anyone can try it immediately.

Can I white-label a WebAR demo for a pitch?

Yes, with some caveats. A generic demo shows the technology. A white-labelled or branded prototype shows the client their brand in the experience, which is far more persuasive. Studios can build pitch prototypes that use placeholder branding. Contact RBKAVIN. Immersive Studio to discuss a bespoke pitch demo.

How different is a live demo from a custom build?

A live demo shows you the technology class and interaction model. A custom build puts your brand assets, messaging, and audience context into that same technology. The underlying WebAR platform is the same; what changes is the creative layer, the tracking target, and the call to action. Budget for a custom build ranges from $8,000 for a simple branded filter up to $40,000+ for a multi-scene world AR experience.

Ready to brief something real?

You've tried the demos. Now tell us what you're building. We'll scope it, recommend a format, and move fast.

Start a project