XR and Spatial
This is a summary of XR+Spatial-specific work I’ve done around prototyping, rendering and experimental immersive play.
Skills:
XR Development
Unity
XR Development
Unity

R&D for Supernatural at Meta (2024-2025)
I was part of a contractor R&D team working on new XR prototypes for Meta’s Supernatural fitness software.
- Rapid Prototyping on Unity, Quest 3, with Passthrough
- Creative shaders, “Beauty” passes, Tech Art
- Iterating on new forms of movement
Tilt Brush, Google (2018)
I worked on R&D prototypes for new features for the VR drawing app Tilt Brush as a contractor at Google, including:
- Audio Reactive brushes
- Drawing Volumetric rigid bodies
- Procedural strokes
- Interactive Storytelling
- An open-source toolset for artists to use their drawings in Unity


Panoramical VR, Independent Project (2017)
I created a prototype for an immersive audiovisual environment, where you play as a “VJ" of the world around you.
Realtime Raymarching (2026)
I experimented with the possibilities of using equations instead of polygons to create 3D shapes in VR using a technique called Raymarching.