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.
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.
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 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.
Last updated: March 2026