About the service
I create augmented and virtual reality applications on Unity and XR Interaction Toolkit, and one thing matters most to me: the experience must be real and run stably on the device it ships to. Whether you need AR product preview so a customer can place a sofa in their living room, a VR training simulator that teaches a newcomer the ropes without real risk, or an immersive booth for a trade show, I handle the entire process. This means 3D scene setup, optimized models and materials, hand and controller interaction, physics, UI in world space, and building and signing the build for a headset or smartphone.
I work with both standalone headsets like Quest series and mobile AR on iOS and Android, so I pick the format for your audience instead of pushing people toward hardware they don't have. I pay special attention to comfort and performance: VR with frame drops causes nausea, and AR that drifts loses trust in seconds. I profile early, keep draw calls and overdraw under control, bake lighting where it helps, and test interactions with real people, not just in the editor. You get a build with a smooth frame rate that feels natural to reach toward.
I run the project in clear stages with regular playable builds so you're not guessing about progress. Before we start, I help narrow the idea to what truly justifies a third dimension, because not everything needs to be immersive, and I'll honestly say when a simpler path wins. Send me a concept, target devices, and any 3D assets you already have, and I'll return a plan, timeline, and honest estimate.
— AR product preview and try-on before purchase
— VR training simulators, onboarding, and safety simulations
— Hand tracking and controller interaction logic
— Profiling and optimization for headsets
I work with both standalone headsets like Quest series and mobile AR on iOS and Android, so I pick the format for your audience instead of pushing people toward hardware they don't have. I pay special attention to comfort and performance: VR with frame drops causes nausea, and AR that drifts loses trust in seconds. I profile early, keep draw calls and overdraw under control, bake lighting where it helps, and test interactions with real people, not just in the editor. You get a build with a smooth frame rate that feels natural to reach toward.
I run the project in clear stages with regular playable builds so you're not guessing about progress. Before we start, I help narrow the idea to what truly justifies a third dimension, because not everything needs to be immersive, and I'll honestly say when a simpler path wins. Send me a concept, target devices, and any 3D assets you already have, and I'll return a plan, timeline, and honest estimate.
— AR product preview and try-on before purchase
— VR training simulators, onboarding, and safety simulations
— Hand tracking and controller interaction logic
— Profiling and optimization for headsets