During my two years at Infinity Labs, my main responsibility was designing and building reusable VR interaction systems for client-facing simulation projects.
The framework supported safety training and interactive enterprise applications for organizations such as Tesla, Shell, Ahold, and the Dutch Ministry of Defence.
Each client project had its own hardware, interaction, and deployment constraints, so the system was designed to be modular and extensible.
Interaction components could be configured for hand tracking or controllers, while multiple traversal options could be swapped without rewriting project-specific logic.
The same architecture was adapted for AR requirements and informed a parallel interaction system in Unity.
As the system grew, I shifted part of my work toward documentation, setup workflows, and reusable guidance patterns that helped other developers apply the framework across projects.
The toolset included narration and guidance tools, snapping systems, traversal options, and interaction primitives for building realistic XR applications. The goal was to make common simulation patterns reliable enough that new projects could reuse and extend them without my direct involvement.