Virtual reality · Corporate communication
Vale Hall
A Quest 2 environment combining spatial navigation, 3D presentation and immersive video.

The challenge
The product had to bring several forms of corporate content into one headset experience without making navigation feel like a conventional slide deck.
The approach
The virtual hall acts as a spatial information architecture. Visitors move between clear content stations, with interaction patterns designed for short onboarding and repeatable use on standalone hardware.
The contribution
I contributed to the Unity and Quest implementation, bringing 3D scenes, video presentation and application navigation together into a coherent VR delivery.
Result
A self-contained immersive presentation that gives structured access to video and 3D information in VR.
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