Bobby Reed · XR Engineer & Lab Builder
Built and led XR programs from the ground up — networked VR classrooms, cultural heritage experiences, training simulators, and institutional deployments on Meta Quest, HTC Vive, Magic Leap, and PCVR. National press. Real institutional clients. Production deployments.
First production VR deployment
Published articles on XR work
Hardware platforms shipped
Institutional clients served
Institutional commissions and original research applications spanning cultural heritage, academic collaboration, archival access, legal training, and aviation education.
Commissioned by the Metropolitan Library System of Oklahoma County, Virtual Fairgrounds is a VR and browser-based recreation of Oklahoma City's Fairgrounds District — a historically Black neighborhood vibrant with culture, lost to urban renewal in the mid-20th century. The experience weaves archival photographs, oral histories, and audio recordings directly into a navigable 3D environment, creating an immersive educational record before the last living witnesses to Deep Deuce are gone.
Ships on PCVR (SteamVR-compatible) and Meta Quest / Pico via SideQuest. A browser-based version extends access to users without headsets. Subtitle import supports SRT files to caption the embedded oral history recordings.
The project that put OU's Emerging Technology Lab on the national map. OVAL is a networked multi-user VR classroom: up to 20 simultaneous users inhabit the same virtual space, import 3D models (OBJ, STL, FBX, BLEND, DAE), and analyze them together using built-in annotation, measurement, and presentation tools.
Designed for remote academic collaboration — researchers at multiple campuses could examine the same 3D artifact in shared VR without being in the same physical room. One of the earliest multi-campus networked VR research deployments at a U.S. research university library. Shipped on Oculus Touch and HTC Vive. Generated six published articles and national press coverage in Campus Technology and Library Journal.
A Meta Quest 2 and Quest Pro application for viewing rare and historical manuscripts in virtual reality. Provides researchers and students an immersive archival access experience without physical handling of fragile materials. Presented at the Construct3D Conference (August 2023). Full backward compatibility with Quest 1.
Interactive VR training environments built for the OU College of Law — immersive forensic scene walkthroughs for legal education and evidence examination. Law students could observe and interact with crime scene evidence in a controlled VR environment. Featured in OU InsideOU news coverage.
Produced and deployed interactive 360° experiences for the OU Aerospace and Aviation program and the Centers for Public Management. Immersive video-based environments for facilities orientation and educational use cases where headset-based VR was impractical for the audience scale.
Participated in an AT&T and Magic Leap hackathon, winning group projects and subsequently developing several mixed reality applications for the Magic Leap platform on LumonOS. Hands-on experience with spatial anchoring and persistent AR content in physical space.
Several additional XR projects are under NDA. Beyond what's listed here, I have shipped VR and AR applications end-to-end in both Unity and Unreal Engine — from greenfield to production-ready build — across multiple institutional clients. Happy to discuss scope and context in conversation.
Hardware and software I've shipped on, not just worked with in tutorials.
Quest 2, 3s, 3, and Pro — standalone APK + SideQuest deployment
LumonOS — mixed reality, spatial AR content
SteamVR-compatible desktop VR on high-end GPU hardware
Immersive browser experiences; no headset required
Primary engine across projects; C#, multi-platform VR/AR targets
0-to-launch XR builds; VR/AR build targets
Open source engine; GDScript and C#; shipped games and interactive experiences
3D WebGL scenes and WebXR experiences in the browser
High-performance 2D WebGL renderer for interactive browser content
HTML5 2D game framework; browser-based game development
Architectural VR visualization via IrisVR Prospect and Enscape
Selected coverage of XR work at OU — primarily the OVAL multi-user VR classroom system (2016–2018) and the Virtual Crime Scene project (2019).
OU Data Institute for Societal Challenges · August 2023
OU Data Institute for Societal Challenges · May 2023
OU InsideOU · 2019
Interested in discussing XR engineering, spatial computing, or how this background maps to your team's work? Reach out directly.