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-hypoglycemia was a unique and fun experience to challenge myself with, it involved integrating and building unique and new elements never seen before in any Next World Experience.

One of my favourite tasks was developing player hand animations and working closely with other developers to refine this system to allow players to 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 on-boarding in 2023, during the 6 month development time I felt overwhelmed and daunted by the sheer complexity and depth of the Next World framework but I kept pursuing and growing to overcome, and strove for excellence and mastery of the available tools.

Post release of this project I continue to return and provide support, maintenance and upgrade where required making it what it is today.

Features & Systems

Preview Mesh ANimations

The preview mesh animator, was created to dynamically handle animating objects within the existing eco-system, where objects and targets are dynamically created, destroyed and reference/ coupled at runtime.

The core challenge while designing and developing this system was making it designer friendly, and integrating it with the existing state and eco systems so it could be enabled or disabled at any time during the gameplay and story.

This system also handles taking reference objects and creating a new version with stripped features and uniform material assignment, whilst in the editor.

Tooltip & COntroller guides

The tooltip and controller animations system are two different systems that work collaboratively together to guide guide the user on how to perform specific actions.

The primary challenge of the tooltip system was building a robust tool that could remain consistent and have clear readability in situations where distance and rotation may not always be ideal.

Where as the controllers utilized the previously explain preview mesh animation system, with custom code extensions to handle pre-determined animations where a developer could choose what button to animate.

Additonal

During my time at Next World, I worked heavily on upgrading and refining an existing sequencer story telling 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 features

The player config features include various sequences that allow developers to enable or disable inputs, pockets and the tablet and 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 is a series of features that connects the sequencers to highlighting components, where developers can reference a scene object through a dynamic referencing system, and highlight objects and UI Elements.

  • Proximity based Indicator paths

The proximity indicator sequences is a series of features that links the sequencer to a scene component, allowing developers to add, remove and find a new target/s 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, is a series of sequences that allows developers to add tooltips to the players hands or world objects with a custom or predetermined localized string, it achieve this by using soft object referencing to find the designated object then runs through a series of static helpers to create and setup the tooltip.

Controller animations, is a series of tools combined to run with the sequencer that allows developers to effectively execute predetermined animations and tooltips for the players controllers, the core intention is to guide the player in instances where they could become stuck. Eg, grabbing an object or interacting with UI Elements.

Animate Objects, is a series of sequences and components that manages object 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 some other point during gameplay.

Animation reel

A collection of various animations created for Next World over the span of my career.

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