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CastAR
CastAR
from Wikipedia

castAR (formerly Technical Illusions) was a Palo Alto–based[11] technology startup company founded in March 2013[3] by Jeri Ellsworth and Rick Johnson.[4][5] Its first product was to be the castAR, a pair of augmented reality and virtual reality glasses.[12] castAR was a founding member of the nonprofit[13] Immersive Technology Alliance.[5]

Key Information

History

[edit]

castAR was founded by two former Valve employees;[14] the castAR glasses were born out of work that started inside Valve.[15] While still at Valve, their team had spent over a year working on the project.[14] They obtained legal ownership of their work after their departure.[8][14]

In August 2015, Playground Global funded $15 million into castAR to build its product and create augmented-reality experiences.[11] In August 2016, Darrell Rodriguez, former President of LucasArts, joined as the new CEO.[6] In addition, Steve Parkis became President and COO, after leading teams at The Walt Disney Company and Zynga.[6] In September 2016, they opened castAR Salt Lake City, a new development studio formed from a team hired out of the former Avalanche Software, which worked on the Disney Infinity series.[10]

In October 2016, they announced the acquisition of Eat Sleep Play, the developer best known for Twisted Metal, also in Salt Lake City, UT.[16]

In December 2016, Parkis, who had been President and COO, was named CEO to replace Rodriguez.[citation needed]

In June 2017, it was reported by Polygon that CastAR was shutting down, laying off 70 employees.[17] A core group of administrators was expected to remain, to sell off the company's technology.

In September 2019 Jeri Ellsworth initiated a Kickstarter for a new device based on the same principles called Tilt Five. The company uses CastAR technology acquired from the former startup and is founded by CastAR alumni Jeri Ellsworth, Amy Herndon, Jamie Gennis, and Anthony Aquilio[18]

castAR

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Ellsworth explains castAR to GDC Next 2013 attendees

The castAR glasses combine elements of augmented reality and virtual reality.[19][20] After winning Educator's and Editor's Choice ribbons at the 2013 Bay Area Maker Faire,[21] the castAR project was successfully crowdfunded via Kickstarter.[5] castAR surpassed its funding goal two days after the project went live,[22] and raised over $1 million on a $400,000 goal.[20] castAR creates transparent stereoscopic images unique to each user[19] by sending an image from tiny projectors on the glasses into the user's surroundings[15] using a technology that Technical Illusions called "Projected Reality".[19] The image bounces off a retro-reflective[9] surface back to the wearer's eyes.[15][20] castAR can also be used for virtual reality purposes, using its VR clip-on.[19][15] Before the time of the 2017 company shutdown all Kickstarter funds had been paid back to the original backers. Along with the repayment, a coupon for a free set of the production AR glasses was given to each backer. This happened at the time of the 2015 Playground Global investment.

See also

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
castAR was an (AR) and (VR) headset system developed by Technical Illusions, a technology startup founded in March 2013 by and Rick Johnson, both former employees of . The system utilized lightweight glasses equipped with micro-projectors to display stereoscopic, holographic-like 3D images projected onto retro-reflective surfaces, enabling interactive AR experiences such as tabletop gaming where virtual objects appeared anchored to physical spaces with sub-millimeter tracking accuracy. It also supported fully immersive VR modes via clip-on attachments and included accessories like a 3D Magic Wand controller and RFID-enabled tracking grids for enhanced physical-digital interactions. The project originated from AR research conducted at Valve, where Ellsworth and Johnson received permission to commercialize their innovations upon departure. Technical Illusions, initially based in , launched a campaign in October 2013 that exceeded its $400,000 goal within 56 hours, ultimately raising over $1 million from nearly 4,000 backers to fund development and production. The company rebranded to castAR and secured a $15 million Series A round in 2015 led by , the investment firm co-founded by Android creator , which supported the shipment of developer kits and expansion efforts including a studio staffed by former and developers. Despite early promise and demonstrations at events like CES 2014 and Maker Faire 2013, castAR faced production delays and evolving market competition in AR/VR hardware. In June 2017, the company shut down after declined additional investment and Series B funding could not be obtained, resulting in layoffs of fewer than 70 employees across its locations. A small core team attempted to sell the underlying projection-based technology, which influenced subsequent AR projects like Tilt Five, but castAR's commercial release never materialized.

History

Founding

castAR, originally known as Technical Illusions, was founded in March 2013 by , a hardware engineer, and Rick Johnson, a software engineer, both of whom had recently left after working on (AR) prototypes there. The duo licensed the AR research from Valve for a nominal fee of approximately $100, with the company fully releasing its intellectual property rights to support their independent development. This transition allowed Ellsworth and Johnson to pursue their vision outside Valve's shifting priorities, which increasingly favored over AR. The primary motivation for founding castAR stemmed from a desire to develop affordable, multi-user AR systems that leveraged projection technology, aiming to overcome the high costs, issues, and single-user limitations prevalent in head-mounted displays at the time. Ellsworth, in particular, sought to create immersive experiences that could transform human-computer interaction and gaming by enabling shared, collaborative AR environments rather than isolating individual users in headsets. This approach was inspired by an accidental discovery during their tenure, where projecting images onto reflective surfaces produced compelling holographic effects suitable for interactions. Following the company's inception, Ellsworth and Johnson began assembling an early team by recruiting engineers who had collaborated with them at , capitalizing on shared expertise in AR development. They further expanded the roster with talent from other prominent tech firms to bolster hardware and software capabilities, establishing the headquarters in , within to access the region's engineering ecosystem. In 2013, the founders focused on initial prototype development, creating handmade devices centered on tabletop holographic projections that demonstrated multi-user AR potential through projected imagery on specialized surfaces. These early prototypes, numbering around five, were showcased at events like the Maker Faire, highlighting the technology's viability for interactive, shared experiences without the constraints of wearable hardware.

Development milestones

The first major public demonstration of castAR occurred at CES 2014, where the company showcased an early high-definition prototype behind closed doors. This event highlighted the system's capabilities in multi-user gaming, with dual 720p projectors creating stereoscopic 3D images on a retro-reflective surface, allowing multiple participants to experience unique perspectives simultaneously. Positional tracking was demonstrated through LED-based head tracking via a camera in the glasses, enabling responsive movement and in demos such as peering into a virtual pit filled with glowing lava. In , castAR began shipping prototype development kits to backers following its campaign, incorporating initial feedback to refine the system. These iterations focused on enhancing projection sharpness and overhauling tracking algorithms for greater stability and accuracy, making the experience "more locked to the table" while improving the wand input device's responsiveness using the same IR tracking technology. The wide-angle camera in , with a 125-degree , supported these advancements, though overall latency optimization remained ongoing. By 2016, castAR expanded operations significantly, growing its workforce to over 70 employees and establishing a dedicated development studio in in September to accelerate content creation and product readiness for retail. This studio integrated former developers from Disney Infinity's , fostering partnerships for AR application development, including early prototypes of interactive titles such as AR-based shooters and multiplayer experiences. Further refinements from prototype feedback led to pre-production units with improved tracking fidelity and a projector field of view of 65 degrees, setting the stage for consumer headsets targeted for late 2016 or early 2017 release.

Shutdown

In June 2017, castAR laid off its entire staff of fewer than 70 employees across its Palo Alto headquarters and offices, shut down its internal game development studio , and ceased all operations. The shutdown stemmed primarily from financial difficulties, including the loss of funding support from investor and the failure to secure a planned Series B round, leaving the company without resources to continue. Contributing factors also included significant delays in commercializing its hardware—originally slated for a 2017 consumer launch but postponed after returning funds—and challenges in scaling production for an affordable, versatile product that required a specialized reflective . Intense competition from VR/AR leaders such as Oculus, , and Microsoft's HoloLens further exacerbated these issues, as the market shifted toward more advanced, mat-free solutions. In the immediate aftermath, a small group of remaining employees focused on liquidating assets by attempting to sell the company's technology and to potential buyers, while all ongoing projects were abandoned. Co-founders and Rick Johnson did not release public statements confirming the closure, which was reported based on accounts from former staff attributing it to poor amid the AR industry's rapid evolution.

Technology

Core principles

castAR's augmented reality system is built on a projection-based approach that utilizes light projection onto retroreflective surfaces to generate stereoscopic 3D images, allowing users to perceive augmented content overlaid on without relying on traditional transmissive displays. In this method, miniature projectors mounted on lightweight emit perspective-corrected images onto a specialized retroreflective , which reflects the light directly back toward the user's eyes, creating a private, high-contrast view for each individual. This technique enables immersive, holographic-like experiences by leveraging the reflective properties to minimize light loss and ambient interference, fostering shared AR environments where multiple users can interact with the same projected content simultaneously. A key principle of castAR is its design for multi-user , which supports simultaneous viewing and interaction by several people gathered around a table or defined play area, in contrast to head-locked, single-user AR systems that isolate the experience to one wearer. The retroreflective surface ensures that each user's view remains isolated and parallax-correct, preventing between projections and allowing for natural , such as group gaming or collaborative design, without the need for individual screens or headsets that block peripheral vision. This shared-space paradigm prioritizes accessibility and communal engagement, making AR more akin to traditional activities while overlaying virtual elements. To achieve broad adoption, castAR emphasized affordability by incorporating commodity-grade projectors and passive retroreflective materials, aiming to deliver a complete system for under $200 per user, significantly lower than alternatives using active-matrix or LCD displays. This cost-reduction strategy relied on off-the-shelf components and efficient optical designs to democratize AR technology, avoiding the high expenses associated with custom fabrication or complex . By focusing on scalable, low-cost elements, the system sought to make projection-based AR viable for consumer applications like and . Positional tracking forms another foundational element, integrating cameras to monitor head and hand movements within a bounded interaction zone, enabling dynamic adjustment of projected images for accurate and responsive interactions. LEDs on the glasses and tracking base provide sub-millimeter precision, supporting low-latency updates to the stereoscopic views as users move, which is essential for maintaining immersion in a shared environment. This tracking method ensures seamless integration between physical gestures and virtual overlays, enhancing without requiring wearable sensors beyond the glasses.

Hardware and software components

The castAR system utilized lightweight, polarized resembling oversized , which incorporated two pico-projectors—one for each eye—and two integrated cameras for tracking, allowing users to maintain without occlusion. These connected via a thin cable to a belt-mounted hub or directly to a host computer, emphasizing modularity for desk-sized play areas. The pico-projectors operated at a 120 Hz , projecting 24-bit color images onto retroreflective surfaces to create immersive AR overlays, with the light reflecting back precisely to the wearer's eyes due to the material's properties. The tracking system employed (IR) cameras in the glasses to detect passive IR markers on the projection mat and active IR LEDs on handheld controllers, enabling 6 (6DoF) head and object tracking with sub-millimeter accuracy of approximately 0.07 mm. This computer vision-based approach minimized latency and supported multi-user scenarios by processing positional data in real time. The projection screens consisted of bead-coated retroreflective materials, similar to those used in traffic signs, which featured tiny glass beads to direct reflected light back to the source projectors, ensuring high brightness and isolation from ambient light interference. These mats were flexible, poster-sized, and could be configured flat for interactions or mounted vertically, facilitating tools that aligned projections with physical spaces through software-guided adjustments. On the software side, castAR's stack was built around a custom engine integrated with Unity 5, providing developers with an SDK and APIs to render AR content and overlay digital objects onto detected physical environments. This framework handled rendering, multi-user synchronization, and calibration, allowing seamless integration of game logic with the hardware's tracking data for experiences like individualized viewpoints in shared spaces.

Products and applications

Prototypes and demonstrations

The early prototype of castAR, developed in 2013 by Technical Illusions, featured a basic tabletop setup utilizing lightweight glasses equipped with tiny projectors positioned above each eye to cast images onto a retroreflective mat, creating the illusion of simple 3D holograms such as floating objects and basic interactive elements. This setup was first publicly demonstrated at the World Maker Faire in September 2013, where attendees experienced short-range projections with a wand-like controller for interaction, highlighting the system's potential for home-based gaming without the associated with full VR immersion. By CES 2014, Technical Illusions unveiled a refined with dual projectors integrated into the glasses, offering improved resolution and compared to the initial standard-definition version. The unit incorporated enhanced sub-millimeter infrared tracking via embedded cameras and LED markers on the retroreflective surface, enabling more stable head movements and responsive interactions even in dynamic scenarios. Interactive demonstrations at the event included an chess game projected over a volcanic , where pieces appeared to float and move in 3D space, as well as multiplayer setups allowing shared virtual environments with individualized perspectives for each participant. In 2015 and 2016, models were shipped to select backers and developers for testing, marking a shift toward broader development with hardware refinements including a of 65 degrees horizontal. These units supported input via an updated wand controller with precise tracking, facilitating experiments in AR content creation and integration with PC-based applications. Demo environments at trade shows emphasized custom configurations with the retroreflective to showcase low-latency projection, where images updated in real-time without noticeable lag during user movements, creating immersive experiences like virtual object manipulation in shared physical spaces. Such setups were recurrent at events like CES and Maker Faire, underscoring the system's focus on accessible, projection-based AR for collaborative demonstrations.

Targeted uses and features

castAR was primarily targeted at enhancing multiplayer experiences in gaming, with a strong emphasis on collaborative titles that leverage shared physical spaces like tabletops. Envisioned applications included interactive board games where digital elements such as 3D characters and environments could overlay real-world pieces, fostering social interaction among players without isolating them in virtual headsets. Shooters and educational simulations were also highlighted, allowing multiple users to engage in competitive or cooperative scenarios on a common surface, such as team-based strategy games or historical recreations projected onto a table. These gaming uses aimed to bridge traditional play with digital augmentation, making AR accessible for family and group settings. Beyond gaming, castAR's technology was prototyped for practical non-gaming applications, particularly in and fields. In workflows, it enabled overlays, where architects or engineers could visualize and manipulate virtual structures directly on a physical workspace, integrating tools like simulations. For purposes, the system supported mechanical assembly guides, projecting step-by-step holographic instructions onto real components to assist in tasks like machinery repair or product assembly, enhancing precision and comprehension without additional displays. These uses extended to educational and professional simulations, such as research visualizations or training scenarios, emphasizing in shared environments. Key features of castAR distinguished it by using retro-reflective materials that directed high-resolution images back to the eyes of each glasses-wearing user, providing private stereoscopic holographic and supporting multi-user experiences where each participant viewed their own individualized perspective. This enabled seamless blending of physical and digital elements, where real objects could interact with virtual holograms—such as physical game pieces triggering digital animations—creating immersive, context-aware experiences. Scalability was another core capability, supporting expansion from small tabletops to larger areas like floors or walls, allowing applications to adapt to room-sized collaborative setups while maintaining accurate tracking. To support , castAR planned a developer ecosystem centered on an SDK designed for third-party integration, including free Unity 5 compatibility to simplify development for indie creators. This toolkit emphasized ease of use, providing sample projects and demos that allowed creators to build custom AR titles, from simple mods to complex simulations, without requiring advanced hardware expertise. The focus on accessibility aimed to democratize AR development, enabling of multiplayer experiences tailored to shared physical interactions.

Funding and business operations

Initial crowdfunding

In October 2013, Technical Illusions launched a Kickstarter campaign for castAR, a projection-based augmented reality system developed by former Valve employees Jeri Ellsworth and Rick Johnson. The campaign aimed to raise $400,000 specifically to fund prototype production and early marketing efforts, building on initial demonstrations at events like Maker Faire earlier that year. The initiative proved highly successful, surpassing its funding goal within two days and ultimately collecting $1,052,110 from 3,863 backers by the campaign's end in November 2013, exceeding the target by over 163%. This strong response highlighted early enthusiasm for innovative AR hardware amid the rising interest in virtual and technologies. Rewards for backers were tiered to encourage developer and enthusiast participation, with pledges starting at $189 for a basic starter package including castAR glasses and a 1m x 1m projection surface, up to $285 for pro bundles featuring additional accessories like the Magic Wand controller and RFID tracking grids. Higher tiers also provided to software development kits and branded merchandise, such as t-shirts and posters, fostering a of early adopters. The campaign's outcome enabled Technical Illusions to refine castAR prototypes through expanded production and testing, while validating substantial market interest in projection AR as a alternative to screen-based displays. These funds supported initial hiring to scale operations, setting the stage for subsequent growth without relying on traditional at that point.

Venture capital investments

In 2015, castAR secured its primary funding through a totaling $15 million, led by , the venture firm founded by Android co-creator . This round included participation from investors in the company's prior undisclosed seed round, which had provided initial institutional support following the 2013 crowdfunding campaign. The funding positioned castAR to advance its projection-based technology, emphasizing multi-user gaming experiences that projected interactive holograms onto physical surfaces for shared play. The investment reflected strong interest in castAR's potential to disrupt the emerging AR market, with highlighting the company's innovative approach to affordable, tabletop-scale AR as a complement to high-end competitors like ’s HoloLens and . , through , sought to back hardware innovations that enabled accessible mixed-reality applications, particularly in gaming, where castAR's allowed multiple users to interact with projected content without bulky headsets. This rationale aligned with broader VC enthusiasm for AR's growth beyond , viewing castAR as a scalable alternative focused on social and collaborative experiences. Proceeds from the Series A were allocated primarily to team expansion, growing the initial staff of nine engineers and developers, as well as scaling hardware production to fulfill commitments to early backers and prepare for consumer shipments targeted for late 2016. These efforts included establishing operational infrastructure to support prototype refinement and broader development of AR software tools, along with opening a studio in in 2016 staffed by former developers from and .

Legacy and impact

Industry influence

castAR pioneered projection-based augmented reality by leveraging retroreflective materials and micro-projectors to create holographic-like 3D images directly onto surfaces, demonstrating the practical viability of tabletop for immersive experiences. This innovation provided an unlimited and high-contrast visuals without the limitations of near-eye displays, influencing the of hybrid AR/VR systems in gaming by highlighting projection's potential for shared, desk-based interactions. The company's early prototypes and public demonstrations at events such as Maker Faire and PAX East validated multi-user AR concepts, enabling multiple participants to interact with synchronized holographic content from individualized viewpoints in real-time shared environments. These showcases emphasized collaborative , such as holographic board games, and contributed to growing industry recognition of multi-user AR for social and gaming applications. castAR filed 12 patents focused on object tracking, retroreflective projection, and AR display methods, which advanced foundational techniques in spatial alignment and low-latency rendering for AR systems. Through its 2013 Kickstarter campaign that raised over $1 million and garnered widespread media attention, castAR played a key role in the 2010s AR hype cycle, accelerating investor and developer interest in consumer-grade AR technologies.

Key personnel's subsequent projects

Following the closure of castAR in 2017, co-founder acquired the intellectual property and founded Tilt Five in November 2017 to further develop projection-based technology for tabletop gaming. Tilt Five's system builds directly on the retro-reflective projection principles pioneered during Ellsworth's time at and refined at castAR, enabling multi-user AR experiences overlaid on physical surfaces without requiring bulky headsets. The company launched a successful campaign in 2019, raising over $1.7 million, and secured an additional $7.5 million in Series A funding in October 2020 from investors including SIP Global Partners, BITKRAFT Ventures, and Galaxy Interactive. In October 2024, Tilt Five raised $13.9 million in a Series B funding round, bringing total funding to approximately $23.1 million. Tilt Five achieved commercial release in 2022, shipping production units to backers and announcing official launch titles such as a roguelite skyline crawler and a modern noir thriller. As of 2025, the company continues operations, with ongoing game releases on platforms like and recent partnerships. Co-founder Rick Johnson, who served as castAR's chief software engineer, transitioned to leadership roles in after 2017. From 2017 to 2021, he led XR Foundations at , contributing to tools that enable applications across AR and VR platforms. In 2021, Johnson joined Meta's (FRL) as Software Manager, where he continues to advance AR and VR software infrastructure, drawing on his expertise in immersive tracking systems. Many castAR alumni dispersed to prominent AR and VR firms, leveraging their experience in multi-user tracking and projection-based systems, though specific trajectories vary and are not comprehensively documented in public records.

References

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