About the service
I create immersive projects that live on the open web, not locked behind app store downloads. With WebXR technology I assemble interactive 3D scenes: a person opens them via a single link and finds themselves inside right away — from a phone pointed at a room, from a regular computer or from a standalone headset. Immersive web has finally become practical, and my task is to make it feel easy: load fast, be comfortable to navigate and understandable even for someone wearing a headset for the first time.
I lead the project through the entire cycle. I optimize and prepare 3D models so scenes stay smooth even on modest hardware, connect hand tracking and controller management so objects can be picked up, rotated and examined, and deliver AR product try-ons: a customer places an item at full scale right in their own space before purchase. I handle complex details too — managing sessions in VR and AR modes, graceful fallbacks when a device lacks required sensors and clear first-time entry so newcomers don't get lost. Accessibility is built into the work from the start: readable text, comfortable navigation and controls that respond to gaze or touch.
As a result you get a self-contained product that works anywhere there's a modern browser and documented source code so your team can develop it further. I test on live devices — headsets and phones, push performance to stable frame rates and stay in touch until the very launch. If you have an idea, a store that needs product try-ons before purchase or a learning scenario that opens up better in three dimensions, I'll bring it from sketch to a link you can share.
— Interactive 3D scenes with hand and controller management
— AR product try-ons at full scale for stores
— Ready-made VR sessions for headsets with no installation
— Optimization and documented code for team handoff
I lead the project through the entire cycle. I optimize and prepare 3D models so scenes stay smooth even on modest hardware, connect hand tracking and controller management so objects can be picked up, rotated and examined, and deliver AR product try-ons: a customer places an item at full scale right in their own space before purchase. I handle complex details too — managing sessions in VR and AR modes, graceful fallbacks when a device lacks required sensors and clear first-time entry so newcomers don't get lost. Accessibility is built into the work from the start: readable text, comfortable navigation and controls that respond to gaze or touch.
As a result you get a self-contained product that works anywhere there's a modern browser and documented source code so your team can develop it further. I test on live devices — headsets and phones, push performance to stable frame rates and stay in touch until the very launch. If you have an idea, a store that needs product try-ons before purchase or a learning scenario that opens up better in three dimensions, I'll bring it from sketch to a link you can share.
— Interactive 3D scenes with hand and controller management
— AR product try-ons at full scale for stores
— Ready-made VR sessions for headsets with no installation
— Optimization and documented code for team handoff