XR Portfolio

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.

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2016

First production VR deployment

6+

Published articles on XR work

4

Hardware platforms shipped

5+

Institutional clients served

XR Projects

Institutional commissions and original research applications spanning cultural heritage, academic collaboration, archival access, legal training, and aviation education.

VR · Training 2019

Virtual Crime Scene Simulators

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.

Unity VR Training Legal Education Forensics Simulation
360° · Interactive 2018–2020

Interactive 360° Experiences

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.

360° Video Interactive Aviation Public Sector WebVR
MR · Magic Leap 2019–2020

Magic Leap Applications (LumonOS)

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.

Magic Leap LumonOS Mixed Reality Spatial Anchoring Unity

Additional Work

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.

Platforms & Tools

Hardware and software I've shipped on, not just worked with in tutorials.

🎮

Meta Quest

Quest 2, 3s, 3, and Pro — standalone APK + SideQuest deployment

🕶️

Magic Leap

LumonOS — mixed reality, spatial AR content

🖥️

PCVR

SteamVR-compatible desktop VR on high-end GPU hardware

🌐

Browser / WebXR

Immersive browser experiences; no headset required

🔧

Unity

Primary engine across projects; C#, multi-platform VR/AR targets

⚙️

Unreal Engine

0-to-launch XR builds; VR/AR build targets

🎯

Godot

Open source engine; GDScript and C#; shipped games and interactive experiences

🔺

three.js

3D WebGL scenes and WebXR experiences in the browser

🖼️

PixiJS

High-performance 2D WebGL renderer for interactive browser content

🕹️

Phaser

HTML5 2D game framework; browser-based game development

🏗️

Revit

Architectural VR visualization via IrisVR Prospect and Enscape

Press & Publications

Selected coverage of XR work at OU — primarily the OVAL multi-user VR classroom system (2016–2018) and the Virtual Crime Scene project (2019).

Let's Talk

Interested in discussing XR engineering, spatial computing, or how this background maps to your team's work? Reach out directly.