XR · Meta Quest

    Unity VR developer for Meta Quest training and games

    I build VR experiences in Unity for Meta Quest, from training simulations to multiplayer games. My VR work includes a cybersecurity training game shown at GISEC Global in Dubai and a VR medical simulation. On standalone headsets, performance and comfort decide whether people keep playing, so I plan for both from the first build.

    UnityMeta QuestOpenXRXR Interaction ToolkitVR Interaction FrameworkPhotonPlayFab
    Capabilities

    What I deliver

    [ 01 ]

    VR training and simulation

    Scenario based training with guided steps, clear feedback and results your team can review afterwards.

    [ 02 ]

    Multiplayer VR

    Shared sessions where trainees or players meet in the same space, networked with Photon and backed by PlayFab accounts.

    [ 03 ]

    Natural interaction

    Grabbing, hand tracking and physics interaction that feel right, with locomotion and UI choices that keep first time users comfortable.

    [ 04 ]

    Standalone performance

    Profiling and optimisation for Quest hardware so the frame rate stays stable, which matters more in VR than anywhere else.

    [ 05 ]

    Demo and event builds

    Builds prepared for trade shows and client demos, where the experience has to work first time for every visitor.

    Ways to work together

    Typical engagements

    VR prototype

    A focused proof of concept to test the idea with real users before full production.

    Full VR experience

    Design, development and deployment of a complete training or game experience for Meta Quest.

    Port to VR

    Bringing an existing Unity project to VR, or updating an older VR project for current Quest headsets.

    Team extension

    I join your team on a monthly contract and own the VR development work inside your pipeline.

    Proof

    VR that people actually played

    A multiplayer VR training game shown to visitors at GISEC Global, the cybersecurity event in Dubai.

    How I work

    Clear scope, weekly progress

    1. 01

      Scoping call

      We go through the game, the current code and what success looks like for you.

    2. 02

      Written plan

      You get the scope, milestones and an estimate in writing before any work starts.

    3. 03

      Weekly builds

      Progress lands in your repository every week with builds your team can play and test.

    4. 04

      Clean handover

      Documented code and a walkthrough, so your team fully owns what was built.

    FAQ

    Questions studios ask

    Which headsets do you develop for?

    Mainly Meta Quest, the most common standalone headset for training and consumer VR. Pico is supported too, and OpenXR lets one Unity project target several headsets when needed.

    Can VR training include multiplayer?

    Yes. I have built multiplayer VR with Photon and PlayFab, and the same approach lets an instructor and several trainees share one session.

    Do you also create the 3D art?

    I focus on development. I work with your artists or the assets you provide, and I can suggest asset sources to get a prototype moving quickly.

    How long does a VR prototype take?

    A focused prototype usually takes 2 to 4 weeks, depending on scope and how much content already exists.

    How do you price this kind of work?

    Fixed scope work is quoted per milestone after a short scoping call. Ongoing work is billed monthly. Share your budget range in the form and I will tell you honestly what it can cover.

    Start here

    Planning a VR project?

    Tell me who the experience is for, which headset and when you need it. I reply within one business day.

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