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

  • Contro VR icon

    Contro VR

    Immersive Cardboard VR shooter experience

  • Fastrack VR icon

    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.