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.

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Mixed 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?
Both, depending on project requirements. For Quest-specific projects where I want access to the full platform feature set, I use the Meta XR SDK. For projects targeting multiple OpenXR platforms, XR Interaction Toolkit provides better portability.
Can you help with an existing VR project that has performance problems?
Yes. Performance audits are one of my most commonly requested engagements. The audit deliverable is a written report with specific findings and a prioritised fix list.
Do you have experience with hand tracking?
Yes. Hand tracking on Meta Quest is a powerful interaction modality but requires careful design. I've built hand-tracking interaction systems for Quest and can advise on when to use it versus controllers.
What is your experience with PC VR vs standalone?
Both. PC VR allows significantly higher graphical fidelity. Standalone Quest development requires aggressive optimisation but reaches a much larger audience. Many projects benefit from a single codebase with two build targets.
What does a VR performance audit include?
A VR performance audit delivers a written report with findings categorised by severity, specific frame-time measurements from the Unity Profiler and platform tools (OVR Metrics Tool for Quest, Xcode GPU Frame Debugger for iOS VR), and a prioritised fix list. I typically identify 30 to 60 percent performance improvement opportunities in unaudited projects.
How much does VR development cost?
VR projects are quoted based on scope and platform complexity. A focused interaction prototype costs $3,000–$8,000. A complete standalone Meta Quest experience with 2 to 4 hours of content typically ranges from $15,000 to $50,000 depending on art requirements and platform features. I provide a detailed estimate after a discovery call.

From the Blog

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."

MN

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!"

SK

Sebastien Kochman

Former Manager

Last updated: June 2026

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