Akaash Garg

Services

XR engineering that ships on real hardware, inside the frame budget.

I take on the engineering that decides whether an XR product launches: multiplayer that stays synchronized, rendering that holds 90fps on standalone headsets, and delivery that survives client deadlines. Eight services below, three ways to engage.

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.

How engagements are structured

Fixed-scope project

A defined deliverable with a deadline.

Scoped brief, milestone schedule, fixed fee. Best when the requirements are already clear.

Monthly retainer

Ongoing engineering capacity.

A reserved block of delivery time each month, with continuity across roadmap changes.

Technical audit / rescue

A build that misses frame budget or desyncs.

A short diagnostic engagement producing a prioritized findings report and a fix plan.

Fees depend on scope, hardware target, and timeline. Bring a brief to the first call and you get a written figure — not a range that moves later.

Industries I build for

  • Manufacturing
  • Logistics
  • Healthcare & medical simulation
  • Location-based entertainment
  • Retail & product visualization
  • Games & interactive

Common questions

How do engagements usually start?
A 30-minute call to establish scope, constraints, and hardware target. If it is a fit, you get a written scope with milestones and a fee before any work begins.
Do you work with existing in-house teams?
Yes. A large share of the work is embedding alongside an internal team — owning the XR-specific architecture and performance while your engineers keep the surrounding product.
Which headsets and platforms do you target?
Meta Quest 2/3/Pro, Microsoft HoloLens, HTC Vive, Varjo, SteamVR on PC, plus iOS and Android for AR. Steam releases include the full Steamworks pipeline.
Can you take a product from prototype to store release?
Yes — including build pipelines, store certification, age-rating submission, and post-launch QA. Ruins of the Forgotten went through the complete Steamworks release path.
What time zone do you work in?
Based in Bangalore, India (IST) and available for remote work worldwide, with regular overlap for European and US client calls.
Who owns the code and the IP?
You do. Client work transfers in full on delivery, and engagements can run under your NDA and contract paperwork.

Have something in mind?

Tell me the hardware target, the deadline, and what is currently blocking you. If I am not the right fit, I will say so on the first call.