
Product environment and volumetric XR context
Volumetric XR development across Unity application systems, immersive content integration, onboarding and experimental experience design.



At Volucap I worked primarily on the Unity/XR side of the company’s immersive platform and experiences. My focus was frontend development, content integration and interaction systems for Meta Quest, while also gaining hands-on experience inside a professional volumetric production environment.
Immersive interaction, tutorial/onboarding logic, platform features and standalone Quest development.
Migration and integration of experiences into a newer content architecture using Unity Addressables.
Exposure to volumetric productions, client shoots, technical preparation, workstations and studio infrastructure.
One of my main development areas was the onboarding/tutorial flow: guiding first-time users through browsing, selecting and entering immersive experiences without relying on conventional desktop-style instructions.
The system included step-based guidance, progress feedback, skip/replay behavior and interaction cues designed around headset use.
I also developed an underwater shipwreck concept for VR. The experience was designed around guided movement through a submerged environment, with wreck sites, atmospheric fog, particles, underwater lighting and waypoint-based navigation.
The concept explored how a visitor could experience maritime heritage from a submarine-style viewpoint while following a curated path through multiple wrecks.
The internship connected XR development with the surrounding production pipeline. Alongside Unity work, I supported technical preparation around studio shoots, company demonstrations and workstation/server systems — giving me a broader understanding of how immersive content moves from capture to deployed experience.