I design and build virtual reality, augmented reality, and 3D-scanned environments — from concept art in Blender and Maya to shippable, interactive builds in Unity. Five projects below cover VR shooters, AR storytelling, accessible haptic XR, real-world 3D capture, and multi-camera compositing.
My work sits at the intersection of real-time 3D and the real world: reconstructing physical spaces and objects — a pub, a ship model, a person — as accurate, interactive 3D assets, then wrapping them in gameplay, storytelling, or accessible interaction design inside VR and AR.
Across these five projects I've taken on game design, 3D modelling, gameplay programming, AR framework integration, haptic and spatial-audio engineering, photogrammetry, and post-production compositing — usually all within the same build.
An immersive VR shooter built end-to-end to show a complete game-development pipeline: players fight through waves of AI bots in a neon-lit arena, unlocking mid-game power-ups that add strategic depth as the pace ramps up.
Every environment and prop was modelled in Blender around a sleek, futuristic look that matches the high-energy combat, then brought into Unity with responsive VR controls, tuned enemy AI, and stable performance.
An interactive AR experience built around the disappearance of the USS Cyclops. Scanning a real-world map with a phone unlocks a 3D visualisation of the Bermuda Triangle — islands, ships, UFOs, and ocean effects layered over the physical table.
Getting here meant testing several photogrammetry pipelines before settling on one that held detail, and weighing Vuforia against AR Foundation to get light estimation and tracking working together. The result combines AR engineering with narrative and UI design — a glassmorphism interface and custom logo tie the storytelling together.
A collaborative MSc project exploring non-visual interaction: pairing 6-DOF haptic feedback (Senmag 9D stylus) with spatial audio (Wwise) to build an inclusive XR environment — a navigable "Hospital Maze" — for blind and visually impaired users.
A composition study built around a single 360° take: the same two people appear multiple times as clones within one continuous frame. Captured on an Insta360 camera and assembled in DaVinci Resolve, the piece is an exercise in multi-pass shooting, masking, and seamless blending to hold several performances of the same actors together in one shot.
A full 3D scan and rebuild of the Long Bar, a real pub in Bristol, recreated as an explorable VR environment. The entire space was scanned and reconstructed as a 3D model in Maya, down to the layout of the bar counter, seating, and signage, then set up for a VR walkthrough.
Open to roles and collaborations in VR/AR development, 3D reconstruction, and interactive game design.