



DEESIGNING
and developing
mobile apps or web apps is, every time, an exciting challenge. It allows us to test ourselves with both new projects and the latest technologies we bring to bear to build them.

Whether it's native apps or cross-platform, for iOS or Android, our method is craft-driven and innovative.
We love sculpting solutions from scratch and shaping projects step by step, side by side with the client, guiding and stimulating them through the breadth of our experience and the tools we choose to use.
Working with us doesn't just mean watching the brief come to life. It often means going beyond the initial idea and weaving a shared canvas, staying true to the design and enhancing it with the most advanced technologies, often unknown to the clients.


Creating 3D games, educational apps, IoT solutions or entertainment projects with augmented reality and facial recognition requires an organised flow of technical and creative professionals passing the baton.
After studying
the bbrief
with our creatives, the designers at Alternamente and Giacomo Masoni at Less, we got to work and brought to life LE MERABIGLIE SAMMONTANA: a mobile 3D advergame developed entirely in Unity 3D.
This development environment, known for designing video games and other interactive content, allowed us to create scenarios that simulated the experience of a real marble game.
Sammontana's goal was to engage consumers and, through the app, bring them closer to the point of sale. To achieve this, we linked levelling up in the game to a QR code to be scanned on the bar's ice cream display. Moving from virtual life to real taste!

For Sammontana, in collaboration with Alternamente and Mondorama Studios, we also built THE GREEDY SAMMONTANA, a survival game in which the main character — the Sammi fridge — faced enemies with the help of 25 special characters: the Sammontana ice creams.
Thinking through the characterisation of each character — how it could move and fire — with a view to encouraging completion of the entire collection, was certainly challenging.
REEALITY
and digital

have also been at the heart of a series of apps we developed for digital natives.
SOUND FROM THE WORLD helped the youngest children discover the world through sounds: the bustle of the city, the cheerfulness of a band or the rural atmosphere of a farm with its animals.
VEGGYBEE SEASONS was an educational app designed to teach children and parents the importance of a healthy diet through the actions of the main character: the VeggyBee bee.


And VEGGYBEE COLORS, with its educational and game modes, taught children to learn the colour of fruit and vegetables and associate it with their properties. From the ideas sparked by this last app, KidzInMind created a physical event in which the youngest children, mirroring the game's dynamic, deposited fruit and vegetables into baskets of the same colour. A wonderful initiative that brought online and offline together.

And when it comes to
COOMPLEXITY
our minds go straight to DAB, a company that, for over 40 years, has operated as a leader in technologies for water movement and management.
In offering technological solutions to optimise energy consumption in domestic and residential, civil and commercial settings, DAB asked us to build an app aimed at installers.

The goal was to provide an innovative tool for the configuration and subsequent remote maintenance of some of the products in their catalogue.
The result was an app developed in Xamarin Forms that allowed installers to configure products — especially those without a display — via Bluetooth or WiFi, enabling remote control through the functionality available from the cloud service.
The ddigital
is a space without boundaries
increasingly open to the sharing of information, ideas and work insights. From this emerged COLLABOARD, a collaborative whiteboard that enables remote work organisation by combining the "anytime, anywhere" philosophy with the highest security standards. An innovative collaboration tool that offers users a rich range of graphic tools to customise their activity.

For Collaboard we built a multiplatform drawing system (web, native iOS and Windows) capable of delivering the same graphic output on all devices. We handled the different graphic strokes designed for the app — both vector-based, for pen, highlighter and fountain pen, and bitmap-based, for pencil and brush.
The entire canvas system on which the whole application is based was written from scratch, without using any third-party library. With our work, we fully built a mobile software that, for some characteristics, is similar to vector graphics programmes, for others resembles bitmap graphics programmes and for others again matches presentation management software.
A meention
of note
goes to the apps we built with augmented reality, an increasingly interactive tool in companies' marketing strategies. Due to its characteristics, augmented reality has often proven to be a genuine accelerator of the purchase process, both in retail distribution and B2B.
SHOPPING APULIA is a promotional app we created to offer users information about shopping centres and places to visit in Apulia, along with a special AR-based contest area in which consumers uploaded a selfie with a 3D regional monument behind them. The main complexity of this project was recognising the augmented reality marker on a 3m × 2m walkable map in the lobby of participating shopping centres. To do this we had to section the image into a grid and, using complex calculations, identify the exact position of the 3D objects to superimpose in the AR view.

BARATTOLINO SAMMONTANA also confirmed the interest in augmented reality as a brand promotion tool and commissioned us to create an interactive app that would show consumers the many tasty recipes that could be made with the product.

While B2C retail has over the years proven to be most interested in augmented reality, B2B is also discovering its opportunities. As happened with DAB, who asked us to develop a 3D app to support installers in the configuration and maintenance of DAB Genix, presented at the MCE Milan 2016 trade fair. The AR experience was created using a dedicated marker positioned near the product, at the stand.

OVERVIEW
Native and cross platform app development
Mobile game development, both 2D and 3D
IoT solutions managed through mobile apps
AR and facial recognition for entertainment and marketing solutions
3D GAME SAMMONTANA
Le Merabiglie & The Greedy
2 mobile games in Unity 3D
Custom physics engine for marble simulation
25 collectible characters (the gelato catalog)
In-game QR code linked to the physical store
Chase AI + trigonometric radar in the survival game

Unity 3DiOSAndroidAdvergaming3D Modeling
EDUCATIONAL APP KIDZINMIND
VeggyBee & Sound from the World
Educational apps for children on nutrition, colors, and sounds
GPU-optimized Starling Engine (like Angry Birds)
Built-in parental control — among the first on the market
Co-developed with the University of Parma and child development experts
Illustrations and character design

Adobe FlashAdobe AIRStarling frameworkiOSAndroid
IOT DAB PUMPS
DAB DConnect
Remote configuration and maintenance of water pumps via dedicated app
BLE and WiFi connectivity with a custom solution to overcome GATT protocol limitations
OTA firmware updates directly from the app
UI/UX specifically designed for installers working in challenging environments

Xamarin FormsBLE/WiFiIoTOTA
PRODUCTIVITY COLLABOARD
Collaboard Whiteboard
Native iPad app
Canvas engine built from scratch — no external libraries
Infinite canvas with intelligent memory management
Custom drawing engine for vector and bitmap strokes, cross-platform (iOS, Android, web, Windows)
Apple Pencil pressure support
Real-time communication using SignalR

iOSWebWindowsCustom EngineSwiftSignalR
AR SAMMONTANA DAB APULIA
Augmented Reality Projects
AR tracking on a 3x2m walkable map (Shopping Apulia)
AR recipes on packaging (Barattolino Sammontana)
AR technical support for installers (DAB Genix, MCE 2016)

ARMarker TrackingUnity 3DiOSAndroid













