One layer.Every screen.Every phone.
Everything on your phone lives in an app, but not on the screen itself. The experiences are fragmented. Avatize renders above the system — lock screen, home screen, and every second in between.
A layer, not an app.
Everything on a phone lives inside a window somebody else owns.
Avatize renders in the space above all of them — the screen itself.
Above the window layer
At the level the operating system reserves for itself. That is what lets a character appear on the lock screen, the home screen and on top of an open app — without any of them cooperating, and without a partnership with anyone.
Real-time 3D, not a loop
A rigged, animated character up to roughly sixty thousand polygons, lit and shadowed against whatever is behind it. Not a video, not a sticker, not a widget.
The user turns it on
Opt-in at install, gone in one tap. A layer people switch off in the first week is worth nothing to anybody, which is why consent is built in rather than bolted on.
Filed 2021 · prosecuted four years · granted 2025
A granted US utility patent covering the method for rendering interactive 3D content at the system layer of a mobile device. Not a design registration. Not a pending application. It is also the reason the reboot started when it did.
Reach the screen
Every opted-in device — not only the people who happen to open an app that day.
Get paid
Sales and licensing run through the layer, so the rights holder is paid on every transaction.
The first app is ours. The layer underneath is meant to be everyone's — which is why version one was rebuilt from nothing rather than patched.
Two parties. One surface.
A character is created, a fan chooses it, and the layer puts it where the fan is already spending time.
Someone creates an avatar
A creator, a studio, a brand, or an artist. Built in 3D with a handful of animations that give it personality.
A fan switches it on
They personalize their experience by choosing their favorite avatar. Nothing appears until they opt in, and one tap sends it away.
The avatar shows up everywhere
Lock screen, home screen, on top of another app. Present in the moments conventional apps can never reach.
Send — animated 3D messages with a personality
The character walks onto your friend's home screen. No app to open, no tab to find, nothing to unlock first.
Notifications — how to really capture a user’s attention
The match, the drop, the stream going live. Delivered in person by the character people follow — the difference between a banner they swipe away and a moment they watch.
Stay — the time between the apps
The user can interact with their avatar outside of messages and notifications. A personalized digital companion.
Four things had to be true at once.
This was not buildable in 2015, and it will not still be open in 2030.
The last unowned surface
Every app has an owner who monetises it. The screen those apps sit on has none. People look at it over two hundred times a day and it earns nothing for anyone.
Phones can finally do it
Rendering a 3D character above the operating system was technically not possible only six years ago. OS restrictions were lifted, and the hardware kept getting stronger. That is the difference between a paper and a product.
The audience already pays
Superfans buy skins, emotes, memberships and virtual goods without needing to be persuaded that digital things are worth money. Not a market to create — one to reach somewhere new.
Device makers need a difference
Hardware margins are thin and the specifications have converged. Manufacturers spend heavily on features almost nobody opens, because reviews and market share demand it. A screen layer people actually switch on is a difference they can own.
Superfans
The wedge — people who already spend on the characters they love.
Licensed characters
Rights holders bring their own audiences, and the layer stops being niche.
On the device
Preinstalled, licensed per device, and still opt-in for the person holding it.
Every phone ships with a browser, a store and an assistant. None of them own the screen. That seat is the last one on the device, and it is still empty.
It started with a GIF that should have just been there.
A friend sent something worth seeing. It took four taps to see it. That gap — between the thing arriving and the thing appearing — is the whole company.
The idea, and the filing
Eighteen months of R&D building the first 3D layer designed to render above a mobile operating system instead of inside an app. A US utility patent was filed on the method the same year.
Shipped, and used by real people
A test build went live on Google Play. People sent animated characters to each other and had notifications delivered by them. The format worked. The architecture did not scale — which turned out to be the more useful lesson.
Four years at the patent office
The company went quiet while the claims were examined. Every office action was answered. The filing never stopped moving, even when everything else did.
Granted
A US utility patent on rendering interactive 3D at the system layer, issued after four years of prosecution. Not pending. Granted.
Everyone came back
Every co-founder and developer from the first build rejoined. Nobody had to be recruited. That is the part no deck can claim for itself.
Rebuilt, not patched
A new layer, architected from the start to be licensed to brands and device makers, with a consumer app on top of it to prove the format at scale. Based in San Francisco.
Marko Djuric
Product, fundraising, IP.
Mathias Fink
Operations, marketing, partnerships.
Milos Ilic
Technical lead, innovation, R&D.
Looking forward to your message.
Whether you're an investor looking for your next unicorn or a creator, brand, or franchise that wants to see its characters on the layer, feel free to reach out. Every message reaches Marko directly.