Vision +
Mixed Reality prototype (Unity/C#, MRTK, Meta Quest 2)
Explore how persistent AR overlays could be monetized. I prototyped an attention-to-credits economy where users can trade engagement for benefits (ad filtering / alternative content).
- I built the entire end-to-end functional prototype (concept → implementation → iteration → product).
- Designed & implemented a credit-economy system (earning rules, thresholds, cooldowns, edge cases/anti-abuse, spending flow for ad filtering / alternative content).
- Real-time constraint: constant 72 FPS with fluid hand tracking and full-res UI. Real-time render optimization and tracking bottleneck analysis with the Meta Profiler.
Hand tracking + overlay UI interactions
Earn credits by engaging with sponsored content
→ Tech and stacks :
Entirely developed in Unity/C# with Microsoft’s Mixed Reality Toolkit (MRTK). Built for Meta Quest 2.
Hand tracking integration with the interface through Microsoft’s Mixed Reality Toolkit.
Credit scoring based on gaze, using raycast intersections with the UI sponsored window.
Performance-optimized through Unity optimizations (baked lighting, LODs, lightweight particle systems).
Credits earning
→ Key interactions :
Head-locked (FOV) overlay UI with smoothing (stable, readable interface in the user’s view).
Hand-tracked UI controls: buttons, touch panel, slider, and near-interaction collisions for environment interactions.
Reward trigger: engage with a sponsored unit to convert attention into credits.
Spend flow: use credits from the overlay to enable ad filtering or alternative content.
Spend credits to unlock ad filtering or cultural content