From multi-year industrial safety simulations to high-traffic sports activations for Coca-Cola and Red Sea Gateway Terminal. Every system is built for ergonomic 6-DoF interaction, physical realism, and sustained 90 FPS frame-rates on standalone mobile chipsets.
Key engineering patterns and memory hygiene practices applied across all 18 Virtual Reality titles.
Leveraging GPU instancing to render both left and right eye buffers in a single draw pass. Eliminates CPU driver overhead by ~45%, enabling dense industrial geometry and volumetric light approximations to stay well below the 11.1ms frame budget on Quest 2.
Enforcing zero GC allocations inside Update, FixedUpdate, and spatial trigger callbacks. Utilizing pre-allocated struct buffers, non-allocating physics queries (`Physics.OverlapSphereNonAlloc`), and object pooling for particles and audio emitters.
Custom hand-pose attachment points, dual-hand stabilizing joints, and velocity-weighted throw physics. Dynamic haptic motor curves calibrated per interaction type (light switch click vs heavy valve torque) to minimize VR disorientation and maximize tactile satisfaction.
Multi-user enterprise training synchronization over Photon Cloud. Packed 16-bit quaternion rotations, dead-reckoning extrapolation, and networked interactable ownership transfers ensuring smooth collaborative procedures across continents under variable latency.
Full index of shipped Virtual Reality titles with interactive video walkthroughs, client notes, and external repositories.