Clayton Seelenmayer

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Virtual Reality

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

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

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

demo1.jpg

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.

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