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.
What I deliver
VR training and simulation
Scenario based training with guided steps, clear feedback and results your team can review afterwards.
Multiplayer VR
Shared sessions where trainees or players meet in the same space, networked with Photon and backed by PlayFab accounts.
Natural interaction
Grabbing, hand tracking and physics interaction that feel right, with locomotion and UI choices that keep first time users comfortable.
Standalone performance
Profiling and optimisation for Quest hardware so the frame rate stays stable, which matters more in VR than anywhere else.
Demo and event builds
Builds prepared for trade shows and client demos, where the experience has to work first time for every visitor.
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.
VR that people actually played
A multiplayer VR training game shown to visitors at GISEC Global, the cybersecurity event in Dubai.
Clear scope, weekly progress
- 01
Scoping call
We go through the game, the current code and what success looks like for you.
- 02
Written plan
You get the scope, milestones and an estimate in writing before any work starts.
- 03
Weekly builds
Progress lands in your repository every week with builds your team can play and test.
- 04
Clean handover
Documented code and a walkthrough, so your team fully owns what was built.
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.
Planning a VR project?
Tell me who the experience is for, which headset and when you need it. I reply within one business day.
