3D ARTIST + VR/XR GENERALIST

XR/AR/VR Development


Legacy VR
Oculus Quest2/APK

My prefered method, because its the area where I have the most experience.  I still remember my first time trying on a VR headset and realizing that it was the future.  People were no longer limited by factors like their geography and languages; if they wanted to escape they could just build a new world around themselves.

All Legacy builds require GPU compute power due to the extensive use of materials, normal maps, and PBR textures. File sizes are considerably larger due to lightmaps, post-processing, and more comprehensive interaction scripts. 
The Oculus Quest 2 was groundbreaking as a standalone wireless headset, but obviously the android based software presents some limitations.  
My favorite part of the workflow is approaching the limitations in creative ways, leveraging the technology and my creativity to find a cool solution.

I should also mention that some of the programs that are included with the Quest 2, such as gravity sketch, are amazing when it comes to creating fast meshes, and allows you to achive a level of detail that was very difficult to reach in the past.  It allows you to more accurately portray scale, an extremely valuable asset when designing for the VR space.
As we transition from Web2.0 to Web 3.0, WebGL framework will slowly transition to WebGPU.  This change presents a multitude of opportunities in terms of immersive expeiences that don’t require downloads or specialty hardware.

In a world that has moved to a subscription based model, where you are able to try before you buy and have the ablity to change from one movie, game, or product to the next in a matter of seconds, I believe this technology has amazing potential.

The application use cases for new JavaScript classes, such as THREE.js and babylon.js are extensive.  It allows us to have a very tactile expeience that extends beyond a 2d canvas.  

Zac Abney, 2022, British Columbia, Canada

CONTACT// email/ zacabney@gmail.com