Transfr Inc
Overview
Challenges: Scaling VR training production across multiple industries while maintaining quality, consistency, and instructional effectiveness.
My Role: Designed modular XR frameworks and SDK tools that streamlined simulation development. Created reusable interaction templates and built AI workflows to automate asset generation, script writing, and documentation.
Impact: Reduced production time by 40%, built processes for rapid deployment with Transfr SDK and systematized design quality of simulations. Transformed VR training from one-off projects into a scalable simulation ecosystem serving 270,000+ learners nationwide.
At Transfr, I shape the future of learning as a Senior XR Designer by building immersive Virtual Reality (VR) simulations that empower people to explore careers, gain practical skills, and unlock new opportunities. My work cuts across XR interaction design, SDK product, sim production processes, and AI strategy.
My Contributions:
- Reduced production time by 40%, built processes for rapid deployment with Transfr SDK and systematized design quality of simulations.
- Scaling VR training production across multiple industries (automotive, broadband, patient care, and more) while maintaining quality, consistency, and instructional effectiveness.
- Transformed VR training from one-off projects into a scalable simulation ecosystem serving 270,000+ learners nationwide.
VR Simulations/Products I have worked on:
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Shaping Transfr's XR Interaction System
The Problem: VR simulations were treated as isolated projects, resulting in redundant design work and inconsistent instructional patterns. Designers were "reinventing the wheel" for every project, leading to fragmented user experiences and slow delivery times.
The Strategy: I built a modular design system featuring interactable assets (drills, drivers, tools) and UI templates with embedded instructional pedagogy.
The Impact:
- Standardization: Aligned interactions across dozens of simulations.
- Efficiency: Drastically reduced production friction by enabling asset reuse.
- Scale: Transformed the pipeline from custom one-offs into a reconfigurable ecosystem.
Additionally, I also created video tutorials and documentation to facilitate the onboarding to these systems. Below is a video overview of the interaction system I designed and implemented.
Proprietary Unity SDK & Node Editor
The Problem: The gap between Engineering capabilities and Content needs was slowing down production. The existing tools made it difficult to scale complex simulation narratives.
The Approach:
- Gap Analysis: Bridged the divide between SDK/DevOps engineers and Instructional/XR designers.
- Prototyping: Created high-fidelity Figma prototypes for a visual node-based editor.
- Validation: Performed extensive user testing and QA to transition the toolkit from concept to production-ready software.
The Outcome: Delivered a robust node-based editor that powers all new simulations. This established a consistent design system and ensured that future SDK features are prioritized based on actual content production needs.
AI Workflow Automation
Beyond simulation design, I've also built AI-powered automation pipelines that accelerated production and unlocked new capabilities. Using automation tools like n8n, I developed workflows for:
- Asset retrieval – quickly sourcing and categorizing 3D assets based on a storyboard doc.
- Script generation – a conversational Slack bot that generates scripts for VR simulations based on a provided outline.
- E2Engine (simulation creation) – converts a storyboard doc into a Unity scene with interactive elements and instructions.
These AI solutions turned repetitive bottlenecks into automated processes, freeing teams to focus on creativity and innovation.
For more details on my work, please contact me directly.