I handled development and technical art in a two-person team creating an OCD exposure therapy VR simulation for a client. Tasked with translating provided storyboards into a therapeutic tool, we built four small yet immersive environments—a bathroom, bedroom, store room, and kitchen—targeted for standalone Meta Quest 2 hardware.

My teammate handled 3D assets and animation, while I developed the application in Unity. To jumpstart production and optimize our tight timeline, I utilized the UltimateXR framework. The core challenge was balancing strict mobile VR performance with high visual realism, ensuring the dirty environments felt sufficiently believable to trigger therapeutic exposure. I engineered intuitive interaction mechanics for objects like toilet lids and spray cans, keeping them immersive yet technically sustainable. Despite our limited manpower, we delivered a polished, structurally sound simulation right on schedule.

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