At Innovam, I work as a Unity Developer on advanced 3D, AR & VR applications within the automotive domain — including interactive EV training systems, real-time AR product visualizations, and scalable simulation frameworks. I contribute across architecture, content implementation, and system design. On this page you can read more about the work I am currently doing at Innovam.

EV Trainer - Multiplatform Interactive Training Solution

EV Trainer is an interactive training application built entirely in Unity C#, designed to teach users the legally required safety procedures for working on high-voltage electric vehicles (EVs). The application offers hands-on interaction with tools and car components, enabling users to practice and understand real-world safety protocols in a safe digital environment.

A fully narrated and animated introductory chapter walks users through the fundamentals of high-voltage systems in modern EVs. This chapter serves both as theoretical background and as an accessible entry point for new users.

The app is built using a modular, step-based architecture, allowing new training modules to be created with minimal overhead by reusing core interaction logic. I implemented full localisation support using Unity’s Localisation package, making the app accessible to a wider audience.

EV Trainer runs seamlessly on both desktop and mobile platforms, and I also developed a standalone controller-based version of the HV explanation chapters, optimized for kiosk setups or exhibition use.

F1 VR Pitstop Game - Multiplayer VR Entertainment Experience

Originally conceived as an internal demo, F1 VR Pitstop evolved into a fully playable multiplayer VR game, offering a high-energy experience where four players work together in VR to perform as many F1 pitstops as possible within a five-minute time limit.

Players are connected via Netcode for GameObjects (NGO) and use Oculus Quest headsets, physically moving around in a shared space to avoid motion sickness and increase immersion. Team coordination is essential, with each player responsible for a specific task in the pit crew.

While the core networking setup and foundational architecture were developed by my colleague Glenn Comis, I provided crucial Unity development support — contributing to core gameplay logic, refining interaction flow, and assisting with design feedback and performance improvements across sessions.

The multiplayer sessions are currently hosted manually via a VPS, giving the team direct control over session stability and deployment.

Virtual Cities - Multiplayer Urban Simulation

Virtual Cities is an interactive multiplayer environment currently being developed with the Municipality of Groningen. The application loads the real-world city using geospatial data, allowing users to explore the environment and enter dedicated sub-projects where advanced scenarios — such as live bicycle traffic simulations — take place.

The project runs on a dedicated VPS server and uses Netcode for GameObjects for seamless multiplayer networking.

My contributions to this project include:
  • Real-time map integration
    I implemented an in-game interactive map and minimap using the OnlineMaps Unity package, synchronized across the network. The map reflects the real geography of Groningen and displays the live positions of other players.
  • Full avatar customization
    Players can customize their characters through ReadyPlayerMe integration. In addition, I’m currently developing a fully in-house avatar creator with my artist colleagues to provide greater control over avatar design and styling.
  • Bicycle traffic intensity visualization
    I built a 3D data visualization system that shows admin configurable bicycle flow per cycling path, displaying how many cyclists pass through a given area each hour. The visualization is synchronized for all connected players, providing a consistent and shared data experience. This way residents can get a feel for what a certain amount of cyclist per hour through their neighbourhood or street looks like.

MR Vehicle Showcase – Augmented Reality Car Experience

This augmented reality application was developed for a major automotive client and allows users to explore the latest car models in full 3D through AR. Each vehicle features custom interactive hotspots, complete with fully animated sequences and voiceovers that highlight key features and selling points.

The app is built in Unity on top of a large and complex legacy codebase, which brings both technical constraints and integration challenges. While deep refactoring isn’t always possible, I’ve become highly proficient at working within existing architecture to implement new functionality and content in a clean and stable way.

My role primarily focused on developing animation-driven content and visual storytelling elements, ensuring that each vehicle is presented smoothly, clearly, and in line with brand guidelines.

This project strengthened my ability to navigate non-ideal codebases, deliver under architectural constraints, and still maintain a high standard of quality and consistency — a key asset in production-heavy environments.


Back to projects