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Medieval Market VR

Project Type:

Academic Group Project

Role:

Team Lead · XR Designer/Developer (Unity) · Integration & Build Owner

Platforms:

Unity · Meta XR Interaction SDK · Meta Quest 3 (VR)

Location:

New York, NY

Timeline:

Dec, 2025 (2 weeks)

Companion-Based AR Wayfinding

Project Overview

Medieval Market VR is a team-built VR game prototype developed in Unity for Meta Quest 3 using the Meta XR Interaction SDK. As Team Lead, I owned the XR foundation and final integration—bringing multiple teammates’ work into one cohesive, playable build.

Problem

Building a comfortable, interactive VR experience on standalone hardware required more than an environment pack: we needed consistent interaction patterns, a stable scene pipeline for a team workflow, and performance-aware settings to ship a reliable Quest build.

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My Ownership

  • Built the XR interaction + locomotion foundation

  • Led scene structure + final integration across the team

  • Owned Quest 3 builds + QA for stability

  • Polished UI, lighting, audio, and animation with performance in mind

Problem:

Idea:

Indoor navigation makes people stop, hesitate, and constantly “re-orient” using 2D maps.

Replace map reading with instinctive following through a calm companion and environment-anchored cues.

Solution:

Outcome:

A cat guide + ground-anchored Paw Trail + Target Point that reinforces spatial trust.

A coherent spatial UI concept + prototype direction for hands-free wayfinding on smart glasses.

What you can do in the world

Start UI + Scene Integration

A lightweight Start UI welcomes the player and sets the tone of the experience. As Team Lead, I integrated the team’s separate scenes into a single clean main scene, ensuring consistent interactions and a stable Quest-ready flow.

Armor Color Change + Weapon Interaction

Players can personalize gear through simple, satisfying interactions—like changing armor color and handling weapons. Built with consistent grab rules and clear feedback for comfortable, intuitive VR interaction.

Sword Info Card +
Distance / Grab Interactions

A sword “Info Card” surfaces stats and item details without breaking immersion. Combined with reliable grab + distance interactions, it supports exploration while keeping controls predictable and comfortable.

Coin Bag + Gamified UI

A coin bag interaction adds a playful reward moment, reinforced by lightweight UI feedback. This small loop increases engagement and gives the environment a game-like sense of progression.

Key Accomplishments

  • Led end-to-end integration for a team VR build
    Owned the XR foundation, scene structure, and final assembly into a stable Quest experience.

  • Built the interaction and locomotion baseline
    Implemented core VR setup in Unity using the Meta XR Interaction SDK for reliable grab/interaction flow.

  • Created a clean collaboration pipeline
    Standardized individual teammate scenes and merged them into a cohesive main scene without breaking work.

  • Polished the experience for standalone VR
    Tuned lighting/post-processing and integrated audio + animation while keeping the build stable on Quest.

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