Guided procedures
A step-by-step task flow that tells trainees what to do next and checks each step before moving on.
Service
I build VR training simulators for procedures that are costly, slow or risky to practise for real. So far that has included aviation ground handling, warehouse operations, workplace posture safety and driver training — for Meta Quest and PC VR.
Training, operations and L&D teams whose staff need hands-on practice that is expensive, slow or risky to arrange for real — for example in aviation ground handling, logistics and warehousing, workplace safety, transport and manufacturing. Also simulation studios that need an extra Unity XR developer on a training project.
A step-by-step task flow that tells trainees what to do next and checks each step before moving on.
Hand-gesture recognition, controller interaction and body tracking, depending on what the task needs.
Visual cues the moment a signal, step or posture is wrong, so trainees correct it while they practise.
Task scoring and per-session summaries that show how a trainee performed.
Several trainees in one scene, built with Photon PUN 2 or Unity Netcode and Relay.
Scenes optimized for Meta Quest, so training doesn't depend on a gaming PC.
Aviation ground handling
Teaches aircraft marshalling signals and ramp procedures with hand gestures on Quest. I built the gesture-recognition and signal-validation logic and the guided training flow with real-time feedback.
Warehouse operations
Trains staff on picking, scanning, stacking and safe handling. I built the interactive task system with step-by-step scoring and kept the dense scene performant with GPU instancing and occlusion culling.
Workplace safety
Tracks a worker's body posture and flags improper lifting and working positions. I built the joint-tracking and posture-analysis logic, the live visual cues and a per-session report.
Driver training
A VR bus driving simulator for training drivers with realistic controls and environment interaction.
Break the real task into steps with clear pass and fail rules, together with your subject experts.
Build the hardest interaction first — a gesture, a tool, a vehicle control — on the target headset.
Build the guided flow, feedback and scoring around that interaction, milestone by milestone.
Profile and tune on the headset so the trainer runs smoothly before delivery.
Not sure about scope yet? Start with a prototype of the core interaction.
Aviation ground handling (aircraft marshalling), warehouse logistics, workplace posture safety and driver training. The same structure — steps, validation, feedback and scoring — carries over to other hands-on procedures.
Meta Quest as a standalone headset, and PC VR through OpenXR and SteamVR.
Yes. Multi-user sessions can be built with Photon PUN 2 or Unity Netcode and Relay, so trainees share one scene in real time.
The posture trainer I built produces a per-session report. How results are stored or sent to your own systems depends on your setup, and we define it when scoping the project.
Describe the procedure you want to train and your target headset. I'll reply with questions, an approach and a quote.