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Angkor Wat Bamboo
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Elias Bormann

Software & XR Developer

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Elias Bormann

I'm a Software and XR Developer with a B.A. in Expanded Realities. I spend most of my time working in Unity and C#, building everything from Mixed Reality apps to interactive 3D tools.

I have a strong personal interest in graphics programming, spatial design, and exploring new technologies to build functional, user-focused immersive experiences.

My Work

February 2026

MR Chess

A freelance role maintaining and expanding a Mixed Reality chess app for Quest 3, adding Lichess online multiplayer and updating core SDKs.

Meta Quest 3 Lichess API Photon PUN Freelance

General Description

  • MR Chess is a mixed-reality app that lets you use a real table and even physical figures for your side of the board to play chess in XR.
  • Players can choose to play against the computer, or play with other "MR Chess" players via online multiplayer, where they can see their opponent's avatar and talk to them.
  • I joined the project as a freelance developer specifically to expand the app's multiplayer capabilities by integrating the official Lichess board API for rated online matchmaking.

My Contributions & Tech

  • SDK Maintenance: Updated the Unity project and migrated the codebase to the newer Meta SDK, ensuring compatibility and restoring the Photon PUN multiplayer avatars.
  • Lichess Integration: Implemented a secure login flow using the Lichess API. Added encrypted token storage on the headset so users stay logged in between sessions.
  • UI Design & Implementation: Developed the user interface for Lichess login, game selection, and in-game controls. While adhering to the app's existing design patterns, I iterated on placement and usability to integrate the new online matchmaking features.
  • My Learnings: Gained valuable experience in maintaining legacy code, rigorous testing, and navigating the professional workflows of a freelancer while adapting to existing architectural styles.
November 2025

Space Safety VR

An educational VR experience about space debris and solar storms. It started as a university Powerwall project and was later adapted into a standalone Quest 3 experience commissioned by the ESA.

Meta Quest 3 Shaders & Optimization VR Consulting

Phase 1: Uni Project

  • Originally a 6th-semester project combining a Quest 3 with a massive 6x4K screen "Powerwall".
  • My team created a 5-minute cinematic experience explaining the Kepler effect and space debris.
  • Because it ran on a PC, we could use high-end graphics like dual 16k textures and instanced city lights for the Earth.

Phase 2: ESA Project

  • Based on our initial success, we helped a separate team of game development students port the concept to a standalone Quest 3 application, commissioned by the ESA.
  • The target audience was complete VR beginners, so we removed artificial locomotion and kept interactions to a single button press.
  • Provided VR consulting to the team to ensure the experience remained comfortable and accessible.

My Technical Work

  • Networking: Built the initial network structure to sync the Quest headset with the PC-driven Powerwall.
  • Earth Shaders: Developed the original high-resolution Earth and atmosphere shaders.
  • Mobile Optimization: Heavily optimized the Earth rendering for the standalone Quest 3. Replaced complex 3D city light meshes with baked textures and used bump maps on a simple sphere to maintain visual quality on mobile hardware.
August 2025

XRAI Story Bubbles

A mixed reality app built in 3 days where players use real-world objects to do improv storytelling against an AI.

Meta Quest 3 Shaders & VFX Hackathon Winner

General Description

  • 3rd Place / Runner-up out of ~60 participants in the "XR with AI" category at the XRAI Hackathon in Cologne.
  • Created during a 3-day event where I joined three strangers to build a fully functional XR experience.
  • The app uses Quest 3 passthrough to detect objects in your room. You pick an object, and the AI (powered by Grok and ElevenLabs) tells a short story about it.
  • Afterward, it's your turn to tell a story about another object. The AI judges your creativity and sometimes mocks you if you're lazy.

My Contributions & Tech

  • Object Detection: Handled the spatial setup to scan the room and generate interactable physical objects for the gameplay loop.
  • Visuals & Shaders: Programmed the "story bubbles"—floating windows that show AI-generated images of the current story in real-time.
  • Depth Rendering: Wrote a custom 3D displacement shader that takes an AI-generated depth map to give the 2D story images a stereoscopic 3D effect inside the bubbles.
  • Collaboration: Focused on the core Unity XR interactions while my teammates handled the AI API connections and UI design.
February 2024

Saving Angkor Wat

A story-based VR adventure built for my 3rd-semester project, raising awareness about the water-related corrosion of Angkor Wat's heritage site.

Unity VR Toon Shader Puzzle Logic University Project

Project Concept

  • Created as a "vertical slice" adventure focusing on the history of Angkor Wat’s massive channel system and its current danger from rainwater corrosion.
  • Players begin with a cinematic hot air balloon flight to the site, guided by a wristwatch AI that provides hints and lore.
  • The core gameplay involves solving environmental puzzles to restore the water system, including moving boulders with levers and crafting bamboo dams with a machete.

My Contributions & Tech

  • Visual Style: Developed a custom toon shader for all dynamic and interactive objects to create a distinct, readable art style.
  • Gameplay Systems: Programmed the modular water system blocks and the puzzle logic for leak detection and dam placement.
  • Optimization: Managed the performance balance between baked lighting for environments and real-time shading for interactive elements.
  • Leadership: Acted as a technical guide for the artists and other developers on the team to ensure a cohesive vertical slice.