AR Foundation · VR · XR
Immersive experiences that hold up
AR and VR punish sloppy engineering — dropped frames aren't a nuisance, they're nausea. I've shipped VR titles and build XR experiences with the frame-rate discipline they demand: AR Foundation apps that run on both iOS and Android from one codebase, and VR for headsets and mobile.
What you get
- AR Foundation apps — one Unity codebase covering ARCore (Android) and ARKit (iOS)
- VR games, training simulations, and product experiences
- Architectural and real-estate walkthroughs that sell the space
- Comfort-first design: locomotion, interaction, and UI that don't make users sick
- Relentless performance tuning — XR frame budgets treated as hard requirements
- XR Interaction Toolkit or custom interaction systems, whichever fits
Proof, not promises
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Contro VR
Immersive Cardboard VR shooter experience
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Fastrack VR
Cardboard VR racing
Two shipped VR titles — a shooter and a racer — built for the most performance-constrained VR platform there is: a phone in a Cardboard headset.
Common questions
Which platforms do you target?
Mobile AR via AR Foundation (iOS + Android from one codebase), and VR from standalone headsets like Quest down to mobile viewers. The right target depends on where your users are — that's part of the first conversation.
Can AR/VR work for non-game projects?
Absolutely — training, product visualization, architecture, and marketing experiences use the same engine and the same discipline. Some of the most valuable XR work is not a game at all.
Tell me about your project
A short message is enough — what you're building, the platform, and roughly when you need it. I read every message and usually reply within a day.