Overview
See Reality builds immersive experiences for tour operators, municipalities and historical attractions, and integrates them into tours those clients are already selling. I am one of the developers on them: across the work below I contributed to interaction design, Unity implementation, iteration against what guides reported back from the street, and the unglamorous part of getting a build to survive a tour day. Where this page says our team, that is what it means — the Venice multiplayer racing work is the one piece that is mine, and it is in progress.
None of it is a demo. These run on a schedule, in public, at a ticket price, operated by staff who did not build them, for families, children, older adults and people who have never worn a headset — often twenty at a time, outdoors, with pedestrians walking through the scene. The guide is not being replaced: the XR is one chapter of somebody else’s two-hour experience and has to hand the group back on time.
Across several years that has covered room-scale mixed reality on Quest, mobile AR triggered from street signage, tablet content a guide holds up, cinematic 360° on lightweight AR glasses, hand-tracked physical interaction, historical reconstruction registered to real streets, five-language localisation, and — currently — networked multiplayer in Normcore.
Everything I have worked on or contributed to is below, grouped and named, including the experiences whose final client I cannot confirm.