01
VR application development
Multiplayer and single-user VR products built in Unity, shipped to standalone headsets.
Free-roam and room-scale experiences, instructor-led training, simulation, and location-based entertainment. Delivered on Meta Quest 2/3/Pro, HTC Vive, Varjo, and SteamVR.
Free-roam arena software running in 3 commercial venues at 90fps standalone.
02
AR application development
Mobile and headset AR for product visualization, design review, and field work.
AR Foundation, ARKit, and ARCore on iOS and Android, plus HoloLens and passthrough MR. Includes photogrammetry capture-to-runtime pipelines, spatial anchors, and hand tracking.
CollaboratAR held 8K source texture fidelity on mobile hardware.
03
Multiplayer systems engineering
Networked architecture that stays synchronized under real-world latency.
Photon Fusion, Photon PUN, and Mirror. Server-authoritative state, client-side prediction and interpolation, reconciliation, latency compensation, and dedicated server hosting.
Sub-100ms latency bridging a Unity VR client to a proprietary Java backend.
04
XR performance optimization
Getting an existing build inside the frame budget it keeps missing.
GPU and CPU profiling with Unity Profiler and RenderDoc, draw-call batching, LOD systems, texture atlasing, Draco mesh compression, object pooling and GC pressure, custom HLSL and ShaderGraph work across URP and HDRP.
Standalone Quest builds held to a 90fps budget with physics and avatar sync.
05
Game development
Unity games from prototype to store release, on PC and mobile.
Gameplay systems, procedural generation, wildlife and enemy AI, animation state machines, custom shaders, and the full Steamworks pipeline through build, depot, store page, and age-rating submission. Shipped across racing, roguelite, RPG, simulation, survival, and runner genres.
Ruins of the Forgotten: public Steam demo live, Early Access Q3 2026.
06
Enterprise XR training products
Turning regulatory and operational curricula into rehearsable scenarios.
Branching decision paths, performance scoring, digital twins of real facilities and equipment, SOP and hazard modules, LMS/HRMS integration, and offline deployment for remote sites.
Multi-user VR team training built for logistics, manufacturing, and safety drills.
07
Gamified training solutions
Game mechanics applied to training people actually finish.
Regulatory and compliance curricula rebuilt as branching scenario modules with performance scoring, progression, and measurable outcomes — replacing slide-based courseware with situations a trainee rehearses rather than reads.
Gamified VR compliance training delivered in place of slide-based courseware.
08
Technical leadership & architecture
Founder-level ownership when a team needs direction, not just hands.
Architecture decisions, code review, sprint planning, hiring input, vendor and client communication, and delivery accountability. Available as fractional lead alongside an in-house team.
Leads a 6-person delivery team across concurrent client engagements.