Clayton Seelenmayer

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Virtual Reality

This section highlights my industry experience with virtual reality systems including an industry manhole training scenario, AI-generated scene development tool development, my demonstrations of Unity XR systems, and my playtesting work at Cloudhead Games.

During my time at ML56, I contributed to a team developing a VR scenario, where I:

  • Implemented dynamic level loading over a network using JSON descriptors.
  • Developed a wrapper for the Obi Rope library.
  • Assisted artists with Unity’s Shader Graph and Perforce version control.
  • Led playtesting efforts, documenting findings efficiently.

I'm particularly proud of this scene, which demonstrates:

  • Clean level composition to resemble the industry environment.
  • Usage of my developer tool for the Obi Rope library to build realistic pipes in scene.
  • Phong reflection lighting techniques composed of a specular skylight, a diffuse floor light, and a dimly lit ambient light not occluded by the scene.
demo2.png
demo3.png

Lastly, I helped develop an Unreal Engine plugin that used computer vision and AI to predict scene placements through a Python environment deployed on AWS within a Kubernetes cluster. It incorporated third-party tools such as:

  • Video-to-3D model conversion.
  • Text-to-voice and translations.
  • Generative texture recommendations.

The final image below was generated from the prompt "jungle", using a folder of office assets.

demo4.png
demo5.png

During my time as a VR Developer at ML56, I developed and published an AI-powered VR training scenario for a major client. The details of this contract remain confidential.

I set up my HTC Vive and integrated it into Unity using Unity's XR plugins.

demo1.jpg

I began by playtesting Pistol Whip during its prototyping phase at Cloudhead Games. The following video is post-release.

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