I work across VR, AR, mixed reality, AI and multiplayer systems — combining real-time development, interaction design and storytelling into experiences people can actually use.

Each project combines technology with experience design. Hover a project to reveal more context, or open it for the full case study.
XR development inside a professional volumetric-capture environment.

A persistent AI personality with spatial tools and a local AI backend.

On-site AR that turns a Roman pendulum saw into a guided building experience.

A guided museum VR experience built around narrative, interaction and spatial audio.
A co-op zombie-survival prototype focused on networking and timed extraction.

I like working close to the actual product: code, interaction, deployment, hardware and the real-world production environment around it.
Contributed to Unity-based XR application development for volumetric media, including immersive frontend systems, content delivery workflows, studio production support and technical R&D.
View Volucap case study ↗Interactive systems, gameplay, XR frontends and production prototypes.
Quest · XR Interaction Toolkit · AR Foundation
WebSocket · Addressables · Git / LFS · Local AI
3D pipeline · Photoshop · Spatial audio · UX prototyping
I’m most interested in the point where engineering becomes experience.
Older projects stay visible because they show the path — from early prototypes to the systems I build now.
I am an Expanded Realities student at Hochschule Darmstadt focused on immersive interaction, real-time 3D and experience design. My work spans professional XR development, AI-driven mixed reality, cultural-heritage AR, museum VR and multiplayer systems.
I am most interested in projects where engineering and creative direction meet — systems that are technically solid, visually intentional and intuitive inside spatial computing environments.
XR development, creative technology, research, interactive installations or collaboration.