I added multi-player to the game utilising platform P2P services from Oculus & Steam. This included coding the avatars, adding voice communication, handling matchmaking and building an in-game multi-user world editor for level design reviews.
I also coded the behaviour of some of the enemies and parts of the UI.
I worked with the ICAROS team from the very early stages of product development; building the first game (Flight) for GearVR, integrating the Bluetooth controller for Unity on Android and developing a mirror application so others can see what you're experiencing.
I went on to develop two further games: Deep (underwater) & Aim (in a mountain valley) as well as adding local multi-player capability.
I helped Marshmallow Laser Feast bring their VR installation piece to GearVR. This involved building a 360 video player, adding UI elements & transitions and publishing the app to the Oculus Store.
Working with Masters of Pie, our team won this competition organised by the Wellcome Trust & Epic Games. Using a Oculus DK2 and Razor Hydra hand controllers, we showed how presenting big data in 3d space allows researchers to gain insights by using the brain's natural pattern recognition abilities.
I was part of a crack team that participated in the first HTC Vive Game Jam in London. We created a fun demo where you need to keep hordes of cute penguins from going hungry.
I worked for Masters of Pie helping them deliver an innovative demonstration of Siemens' technologies using VR at the EuroBlech tradeshow.
I introduced many of The Conference attendees in Malmo to VR and allowed them to glide their way down to the conference centre from a great height.
We used text from an essay by Richard Lloyd Parry to generate a series of colour bars that scroll across the screen and play sounds based on the colour and word length.