
THE ULTIMATE SPRINT (Adobe Ar)
About the Project
Augmented Reality (AR) is transforming the way we interact with digital content, blending virtual experiences seamlessly into the real world. As part of my exploration into AR, I created a Running Race Simulation (The Ultimate Sprint) using Adobe Aero, incorporating animated characters, triggers, and interactions. This project aims to engage users in a fun and immersive way by allowing them to experience a race in AR.
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Goals
The inspiration behind this project came from my interest in gamification and interactive experiences. I wanted to experiment with AR as a medium to build a dynamic and engaging scene where users can experience a virtual race unfolding right in front of them.
My goals were:
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Learn and experiment with Adobe Aero to understand its capabilities.
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Explore character movement and trigger-based interactions in AR.
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Create an interactive experience that could be used for entertainment, education, or fitness applications.
Development Steps
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Concept & Planning
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I envisioned an AR running race scenario with four unique characters.
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The scene would include a starting line, race track, and finish line to simulate a real-world race.
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I planned for each character to move towards the finish line based on pre-defined triggers.
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Creating the Race Environment
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I used Adobe Aero's asset library to build the race track, seating stands, and surrounding environment.
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The race track included a "Start Race" sign at the starting point and a checkered finish line at the end.
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The environment was anchored to a horizontal surface, making it easy for users to place the scene in their physical space.
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Adding Animated Characters
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I introduced four runners: Amelie, Emma, Duska, and Zahara.
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Each character was positioned at the starting line with a movement path towards the finish line.
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I carefully selected different styles for the characters to create diversity in the race.
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Implementing Triggers & Movement
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Using Adobe Aero's behavior system, I added movement triggers for each runner.
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When the scene starts, the characters begin running towards their assigned finish line pins.
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Each character was given a predefined path and animation to simulate a realistic race.
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Enhancing Interactivity
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Users could start the race with a tap interaction, triggering the movement of the characters.
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Additional triggers could be added to allow users to cheer for a specific character, influencing their speed.
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The environment was optimized to make the race feel immersive, with structured seating for virtual spectators.
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Final Adjustments & Testing
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I tested the project on multiple surfaces to ensure correct scaling and alignment.
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Adjusted the movement speeds to create variety in the race outcomes.
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Made sure that all objects were properly anchored and responsive to user interactions.
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Project Images








Conclusion
This project was a great learning experience in Adobe Aero and AR-based interactions. By integrating animated characters with trigger-based movement, I was able to create an interactive race that brings digital characters to life in the real world. This project not only helped me understand AR mechanics but also opened up possibilities for future interactive experiences in sports, education, and entertainment.
In the future, I would like to enhance the experience with sound effects, a countdown timer, and randomized race outcomes. This project serves as a stepping stone toward creating more engaging and interactive AR simulations.
The AR Running Race Simulation is an interactive augmented reality experience created using Adobe Aero to explore gamified storytelling and digital interaction in AR. The project presents a race track environment where four animated characters—Amelie, Emma, Duska, and Zahara, compete in a virtual running race. The experience is designed to be both immersive and interactive, incorporating trigger-based animations that allow users to initiate the race and watch the characters dynamically move toward the finish line.
The inspiration behind this project stemmed from my interest in AR-based user engagement and interactive storytelling. I wanted to experiment with character movements, trigger-based actions, and environmental structuring in Adobe Aero to understand how AR can enhance digital simulations.
To develop the race, I first designed the track layout, adding realistic elements like a starting point, finish line, stadium seating, and interactive triggers. The characters were placed at the starting line and programmed with predefined movement paths, activated by a user’s tap interaction.
Each character progresses toward the finish line independently, simulating a real race. Testing and refining the scene scaling, movement synchronization, and animation pacing were essential to ensure a smooth and visually engaging experience. This project provided valuable insights into character animation, AR scene building, and user-driven interactions. Moving forward, I plan to enhance the experience with sound effects, randomized race outcomes, and additional user interactions to make the race even more engaging. The project serves as a foundation for future AR-based gaming and interactive sports simulations, showcasing the potential of augmented reality in entertainment and education.
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