I was the sole developer responsible for planning and delivering the application, from initial requirements through to deployment. I worked directly with the client to define requirements, plan development and deliver the final experience.
Using Unity, OpenXR and AR Foundation, I implemented the spatial anchoring system required to accurately align virtual content with the physical roundhouse. I also worked closely with the UI/UX designer to implement the interface and interaction flows.
Spatial Alignment
The experience needed to accurately align virtual content with the physical roundhouse so that users could move between the real and virtual environments seamlessly.
I implemented world anchors using OpenXR and AR Foundation to establish consistent spatial alignment between the physical location and the virtual environment. This allowed virtual elements to remain positioned correctly relative to the building and surrounding space.
Performance Optimisation
The application needed to run reliably on Quest Pro while rendering a detailed virtual reconstruction and interactive artefacts.
I worked closely with the artists to identify and optimise performance-heavy assets, balancing visual quality with the hardware limitations of the standalone headset. The application was optimised to maintain a consistent 90 FPS target on device.
I developed an extensible steps and objectives system that allowed the experience content to be configured without requiring bespoke implementation for every section.
This provided a reusable structure for creating and modifying narrated sequences, objectives and interactions, making it faster to author and iterate on new content.
I developed reusable interaction systems for manipulating virtual artefacts, including moving, rotating, scaling and inspecting objects.
These systems were designed to work consistently across different artefacts while allowing individual objects to be configured according to their requirements.
I created a reusable, state-machine-driven UI framework for the artefact information and quiz systems.
Content was configured using Unity ScriptableObjects, allowing each artifact and its associated quiz data to be defined independently from the UI implementation. This reduced duplicated logic and made it faster to add new artefacts and modify existing content.