VR DEVELOPMENT
Shipped Titles
Proprietry Mill Training/Troubleshooting
XR Simulator Created in Unity in 2023, I built a
VR training aid to help users workthrough a new milling process. It was designed to build familiary with the overall process and highlight areas that could become issues if not preformed in the correct order. It was built as a standalone app for the Quest 2.
AlpinGlowVR
I created AlpinglowVR as an homage to SkiFree, a game I had played for hours and hours as a child. I wanted to bring that experience into VR and combine elements from other games like Steep, and see if I could optimize the game to run well despite the extremly large play area(64km^2). The goal is to make your way down the hill in creative ways, wether that be by jumping off of old mining town buildings, or hand built slopestyle features, without being caught by one of the many Yetis that live on the mountain. The game was developed in Unreal Engine 5.7 and built for the Quest 3.
The Quest 2 and Quest 3 present unique challenges when creating immersive experiences within the constraints of their hardware. These limitations also create opportunities to develop optimizations that can significantly enhance the overall experience. In recent Unreal Engine projects, I have addressed challenges such as:
UNREAL ENGINE
Reflection Quality
- AABB Parralax Corrected Cubemap ReflectionsGlass Visualization
-High quality/ Low Cost Glass Refraction Shader for Android Vulkan-High Quality Glass
Color Depth/Washout
-Filmic Tonemapping Subpasses-Low cost Global illumination
Fog Quality
-Low cost Volumetric FogUNITY