Next world XR
2023 - 2026
Career stats
435+ PR’s Merged after Review.
1200+ PR’s Reviewed.
392+ Jira Tickets Completed.
On average I completed a PR every 1 and a half days.
On average I reviewed 2 PR’s a day.
On average I completed a Jira ticket every 2 days.
My work on the code base visualized
Hyper-Hypoglycaemia Training
Custom VR Experience built for Tafe North Metropolitan
Developer, Programmer, Artist and Animator.
Hyper-hypoglycaemia was a unique, fun experience to challenge myself with. It involved integrating and building new elements never seen before in any Next World experience.
One of my favourite tasks was developing player hand animations, working closely with other developers to refine a system that lets players pseudo-perform complex actions without literally having to move.
Asset showcase
Developed for Next World XR & Komatsu
Developer, Programmer, Artist & Sound Engineer
Electric Vehicle Safety
Electric Vehicle Safety was the first Next World experience I worked on, shortly after onboarding in 2023. During the six-month development, I was initially overwhelmed by the complexity and depth of the Next World framework, but I pushed through, building toward mastery of the available tools along the way.
Following its release, I've continued to provide support, maintenance, and upgrades as needed, helping shape the experience into what it is today.
Features & Systems
Preview Mesh ANimations
The preview mesh animator was created to dynamically animate objects within the existing ecosystem, where objects and targets are created, destroyed, and referenced or coupled at runtime.
The core challenge while designing and developing this system was making it designer-friendly while integrating it with the existing state and ecosystems, so it could be enabled or disabled at any point during gameplay or story sequences.
This system also handles taking reference objects and creating a new version with stripped features and uniform material assignment within the editor.
Tooltip & COntroller guides
The tooltip and controller animation systems are two separate systems that work together to guide the user through specific actions.
The primary challenge of the tooltip system was building a robust tool that remained consistent and readable even in situations where distance and rotation weren't ideal.
The controllers, on the other hand, utilized the previously explained preview mesh animation system, with custom code extensions to handle predetermined animations where a developer could choose which button to animate.
Additional
During my time at Next World, I worked heavily on upgrading and refining an existing sequencer storytelling system that allows developers to control the flow of an experience. I developed various sequences that expanded the capacity and control a developer has.
These include:
Player config feature
The player config features include various sequences that allow developers to enable or disable inputs, pockets, and the tablet, and are used specifically to control the flow and available actions while playing an experience. These tools also established an infrastructure that allowed developers to provide a more on-the-rails experience.
Highlighters
The highlighter sequences are a series of features that connect the sequencer to highlighting components, where developers can reference a scene object through a dynamic referencing system and highlight objects or UI elements.Proximity-based indicator paths
The proximity indicator sequences are a series of features that link the sequencer to a scene component, allowing developers to add, remove, and find new targets. This system uses dynamic object referencing to find transforms and establish a safe link at runtime, with guards in place to prevent null reference errors.Tooltips and animators
Tooltips are a series of sequences that allow developers to add tooltips to the player's hands or world objects, using a custom or predetermined localized string. This is achieved through soft object referencing to find the designated object, then a series of static helpers to create and set up the tooltip.
Controller animations are a series of tools that run alongside the sequencer, allowing developers to execute predetermined animations and tooltips for the player's controllers. The core intention is to guide the player in instances where they could become stuck, for example, grabbing an object or interacting with UI elements.
Animate Objects are a series of sequences and components that manage frame-to-frame translations, rotations, and scale changes at runtime. This tool also allows developers to reference dynamic objects where frame transform targets may be instanced at another point during gameplay.
Animation reel
A collection of various animations created for Next World over the span of my career.