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Sounak GhoshXR Designer & Creative Technologist

About

XR designer who builds the systems, not just the scenes.

I'm Sounak Ghosh, a creative technologist with 7+ years across XR, 3D and interactive AI. I've worked as a 3D artist, technical designer, interaction designer and AI systems designer — so I can take an idea from sketch to shipped build and speak each discipline's language along the way.

Today I'm focused on smartglasses and spatial context for AI: how assistants can understand the room you're in and respond through glanceable, hands-free interfaces.

How I work

01

I work at the seams

I translate between SMEs, engineers and designers — turning an abstract brief into a playable prototype, and a business KPI into a technical architecture.

02

Prototype early, in the headset

Interactions only make sense when you feel them. I build proofs-of-concept fast in Unity, Unreal or WebXR, test with users, and iterate until the interaction disappears.

03

AI where it removes real bottlenecks

I use AI to solve specific production problems — script generation, semantic asset search, auto-built playable scenes — not as a feature for its own sake.

04

Design for every body

From hands-free voice + gaze controls to EEG-driven avatars, I push past the default controller-in-each-hand assumption of what an interface can be.

Skills & tools

XR & engines
Unity (C#)Unreal Engine (Blueprints)Oculus / Meta VRARWebXRThree.js
Interaction & UX
Spatial UXXR interaction systemsDesign systemsFigmaUser research & testingRapid prototyping
3D & graphics
MayaBlenderSubstance PainterShader Graph & custom shadersPhotogrammetryGaussian splatting
AI & automation
LLM system prompts & context engineeringRAG & vector embeddingsAgentic workflows (n8n)Gemini / GPT-4PythonNode.js
Sensing & neurotech
EEG / BCI (Emotiv)BiofeedbackIMU-based sensingFull-body IK avatars

Experience & education

  1. Senior Technical XR Designer · Transfr

    2022 – present

    Designed and built 25+ VR career-training simulations; shaped the Unity SDK's interaction system and Node Flow templates; designed E2Engine and Scriptr, AI pipelines that turn storyboards into playable sims.

  2. MS, Integrated Digital Media · NYU Tandon School of Engineering

    2022

    Thesis: Inner Light — real-time EEG-driven avatar embodiment in VR, exhibited at MOCDA.

  3. 3D Artist & Environment Designer · Verizon / NYU Create Lab

    18 months

    Looking Inside Cells — Unreal Engine VR for middle-school biology, released on Steam.

  4. 3D Artist · Foretell Reality / Glimpse Group

    6 months

    Avatars, environments and UI for a VR group-therapy platform.

  5. 3D Artist · L3A Studio / Getty Villa Museum

    1 month

    Photogrammetry digital twin for a location-based AR museum app.

  6. Lead 3D Artist & Environment Designer · Avolve Innovations

    2018

    Scuba's Ocean Odyssey — educational VR released on Oculus Rift, shown at Play NYC.

Recognition

  • Selected for the Builders Program, UnitedXR Brussels (December 2026) — pitching Lookwise on stage and to investors
  • 1st place, Sales Track, XRCC 2026 Hackathon, Berlin (Lookwise)
  • Featured artist, MOCDA Digital Summer Show (2022)
  • Best Research Application, XR Brain Jam (2021)
  • Speaker, Games for Change Festival (2021)
  • Showcased at Play NYC (2018)