Project

See Reality

Years of AR, MR and VR built into live guided tours — Boston, Lexington, Nashville, Atlantic Canada, Rome, Pompeii, Venice.

Professional XR · See Reality · Deployed internationally · 2024–Present XR & Spatial

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.

Deployments

Eight operators, six with a page of their own. Each one is a tour that was already selling tickets before any of this existed.

SeeSightTours — NiagaraXR

Niagara · Contributed to

An XR experience built around Niagara tourism, for a different operator and a site that behaves nothing like a city walking tour.

Liverpool FC

Fan experience · Contributed to

Fan-experience work from the sports end of the studio’s client list rather than the heritage end.

Relive 1776

The five experiences on the Boston tour. The cannon is the one I point at in interviews, for reasons under it.

Bunker Hill Cannon

Mixed reality · Procedural interaction

It teaches a visitor to work a historical field gun by hand and in order — charge, ball, rammer, aim down the plaza, linstock, report — and it does not fire if a step is missed or taken out of sequence. A real procedure, decomposed into physical steps, wrapped in feedback that lets a stranger finish it unaided. That is the same problem as simulation-based training, minus the assessment, and it is the most transferable thing in this whole roster.

17th-Century Faneuil Hall Market

Mixed reality · Hand tracking

A reconstruction of the market that stood on the ground the group is standing on: stalls, traders and hanging goods laid over Quincy Market’s real colonnade. The interaction vocabulary is one gesture — reach for the thing — because nobody is teaching a control scheme to a first-time user in a public square.

Paul Revere’s Ride

Mixed reality

An immersive recreation of the ride, from inside it rather than watching it happen.

Five Shots at Midnight

Mixed reality

An immersive historical experience built around the events running into the American Revolution, staged on the streets where they happened.

Sons of Liberty

Mixed reality

Revolutionary-era Boston and the men organising in it, sited in the part of the city where that organising went on.

Additional experiences

Other See Reality work I have contributed to. Four of these have no deployment name I can confirm, so they are described without one rather than given an invented client.

Stonehenge — still

Stonehenge

Full-scale reconstruction

The stones rebuilt at full height. In the studio’s own capture they are standing in the middle of the Faneuil Hall plaza, against a building that is still there — which is the clearest demonstration I have of what scale does once you put it in a street people already know.

360° for AR glasses

VITURE / XREAL hardware

A 360° immersive piece built against lightweight AR glasses rather than a headset. Glasses change the brief completely: no hand tracking, no room scale, and a visitor who can still see the guide the entire time.

Temple of Artemis

Historical reconstruction

An immersive reconstruction of the temple, built from historical source material.

Founding of Canada

Historical experience

An immersive historical experience centred on the founding of the country.

SpongeGuy

Internal name

An experience carried internally under that name.

For younger visitors

Children are not a lesser version of this audience. A nine-year-old in a borrowed headset on a public street has no patience for onboarding, no fear of breaking anything, and an adult next to them who wants to see it work inside five seconds.

The Dragon

Mixed reality · Overhead scale

A dragon that passes through the real trees above the square and breathes fire, at a size that reads from the ground. The ceiling is the actual sky, which is a scale no screen gets to use.

Kids Mini Cannon

Mixed reality · Procedural

A scaled-down version of the cannon experience for younger visitors.

Dancing Red Coat Soldiers

Mixed reality

British regulars, dancing — the children’s counterpart to the Revolutionary-era content the adult tour carries.

The Dino

Mixed reality

A dinosaur encounter built for younger visitors.

What the work involves

The through-line across all of it, and the part that transfers to XR training and simulation.

Somebody’s first ten minutes in a headset

The population these experiences serve has never used one, so the setup is part of the design rather than overhead around it: a guide kneeling to fit a headset onto a child is the first ten seconds of the experience, performed in public with a group waiting. Nothing may need explaining, nobody should be able to perform an interaction badly in front of strangers, and per-person onboarding time gets multiplied by twenty.

The hardware is a design decision

See Reality’s own answer is History Glasses: roughly 400 g, held up to the eyes like binoculars rather than strapped on, so a visitor never loses sight of the guide, the group or the street. One hardware choice carries the entire argument about what XR is for on a tour — it is a chapter of someone else’s experience, not a replacement for it.

Hands, not controllers

Hand tracking here is an operational choice before it is an elegant one. There is no controller to hand over, explain, drop, or lose between groups, and a visitor’s own hand reaching into the scene needs no tutorial. The cost is that tracking has to hold up outdoors, in daylight, over a full day of use.

Registered to a real place — still

Registered to a real place

Location-based XR lives or dies on alignment. The market has to run the length of a colonnade that is still standing; the cannon has to sit on the plaza’s bricks. Get it wrong and the effect does not degrade politely — it stops being the place and becomes a screensaver.

Standing inside a building that is gone

Reconstruction is the other half of the same idea: a visitor stands on the ground a building occupied and then stands inside it. It puts the design work in the source material — what the building actually was — and in making a complicated historical space legible at a glance to someone who has thirty seconds.

Inside a working operation

The visitors around that gladiator fight are the tour, not a test audience. Everything here has to survive a schedule: staff who did not build it, groups back to back, mixed hardware, no reliable network, devices charged and cleaned and accounted for, and recovery a guide can perform in fifteen seconds in front of a paying group.

Reliability as a design property

The standard I took from this work and now apply everywhere: a build is not finished when it demonstrates well. It is finished when somebody who did not write it can run it twelve times a day without me. That covers performance on standalone hardware, URP pipelines tuned for passthrough, and behaving the same across a fleet that is not on identical firmware.

Multiplayer, in development

The Venice racing work is the first networked thing I have built here: several participants in one shared scene, synchronised state, on operator networks, with guests who joined at different moments. It is the same step a training experience takes when it stops being one trainee at a station and becomes a team running a procedure together.

Where this points

See Reality is a tourism and location-based entertainment studio — not an industrial training company, and nothing here certifies anyone in anything. What transfers is the method: translate a real process into an ordered interactive sequence, teach the action physically, guide a novice with no mental model, give feedback in the moment, and fit the whole thing inside a workflow somebody else owns. I have done that repeatedly, for paying strangers, in several countries.

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