VR / AR / MR Development for Meta Quest and OpenXR
From Eagle Flight at Ubisoft to Meta Quest indie titles — I've been building immersive VR and MR experiences since the first consumer headsets shipped.
VR Experience Development
I have been building VR experiences professionally since 2016, when I worked on Eagle Flight — one of the first AAA launch titles for PlayStation VR. My VR development work covers the full stack: interaction system design, locomotion systems, physics-based interactions, spatial audio integration, and performance optimisation for the strict framerate requirements of VR.
I build for Meta Quest 2, 3, and Pro (standalone Android), PC VR via OpenXR, and PlayStation VR2. I use the Meta XR SDK and Unity's XR Interaction Toolkit depending on project requirements.
Ready to discuss your project?
Start Your VR ProjectMixed Reality Development
Meta Quest 3's full-colour passthrough opened Mixed Reality as a serious game design platform. I've worked with the Meta XR Scene Understanding API to build experiences that recognise and respond to the player's physical environment.
I'm experienced with passthrough rendering optimisation, dynamic lighting matching, and the specific performance constraints of Quest 3's mixed reality layer.
VR Performance Optimisation
VR has the most demanding performance requirements of any real-time platform. I offer dedicated VR performance audits for projects that are struggling to hit their target framerate.
Common VR performance techniques I implement: GPU Instancing, Single Pass Instanced rendering, Fixed Foveated Rendering, dynamic resolution, occlusion culling tuning, and LOD system implementation for complex scenes.
Frequently Asked Questions
Do you work with the Meta XR SDK or the XR Interaction Toolkit?
Can you help with an existing VR project that has performance problems?
Do you have experience with hand tracking?
What is your experience with PC VR vs standalone?
What does a VR performance audit include?
How much does VR development cost?
From the Blog
VR Locomotion Without Motion Sickness
Practical techniques for comfortable VR movement — teleportation, smooth locomotion, snap turn — from 8 years of shipped XR titles.
Meta Quest 3 Mixed Reality Design Lessons
What shipping a multiplayer MR game taught us about spatial UI, performance constraints, and depth occlusion on Meta Quest 3.
What Clients Say
"I worked with Anthony for 3 years, particularly on the launch and updates of Rabbids Coding. His professionalism and responsiveness are exemplary. Communication was smooth and straightforward."
Mickael Newton
Co-Founder at Narratify, ex-Ubisoft
"Anthony is not only an extraordinary developer — super talented, very dedicated, and passionate about his craft — but also a wonderful person to meet. Anthony is a gift!"
Sebastien Kochman
Former Manager
Last updated: June 2026