
AR/VR & Interactive Systems
Overview
Engineered 20+ real-time AR/VR and interactive installation systems deployed at CES and NAIAS. Applications operated in live trade show environments with 12-hour continuous runtime expectations and near-zero failure tolerance.
Progressed from feature implementation to full application architecture and onsite technical ownership.
Role
Unity Engineer, Systems Architect
Tech Stack
Unity (C#) · Vuforia · ARKit · HTC Vive · HoloLens · Oculus Rift · BrightSign · Arduino · iOS / Android Deployment
Scope & Deployment Scale
20+ shipped applications
6 AR systems (marker-based tracking)
3 VR experiences (room-scale + seated)
6+ touchscreen kiosks
Multi-panel 4K digital signage
Up to 6 concurrent device installations
12-hour runtime per day
Deployed at CES (Las Vegas Convention Center) & NAIAS
Technical Challenges
Large-Scale AR Vehicle Tracking
Full-scale commercial vehicle tracking
Variable trade show lighting
Jitter, occlusion, and drift
Marker-based constraints
VR Performance Constraints
90 FPS sustained requirement
High-poly environments
Booth-contained PC thermal limits
Installation Reliability
Zero-failure live demos
Continuous runtime expectations
Multi-display configurations
Hardware integrations (Arduino, BrightSign)
Engineering Solutions
Designed distributed multi-marker tracking zones to stabilize full-vehicle AR
Increased marker fidelity and optimized physical placement pre-production
Reduced draw calls by ~50% via batching and pooling
Implemented attract loops and auto-reset logic
Optimized video assets (100s MB → 10s MB)
Disabled OS interruptions for kiosk stability
Diagnosed and hot-fixed live runtime issues onsite
Impact
Stable AR tracking across multiple vehicle variants
Sustained 90 FPS VR experiences at high-visibility events
Most deployments ran full events without crashes
Elevated from junior implementation to systems-level ownership
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