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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

  • This MR app allows users to place a virtual chess board on a real table, play with hand tracking, or use passthrough to play with physical figures.
  • I joined the project as a freelance developer to help maintain the app and implement new features envisioned by the lead researcher.
  • The main goals were updating the project to the latest Meta XR SDK and shifting from a local AI approach to integrating the Lichess eBoard API for 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 & Systems: Built new interfaces for matchmaking and time controls.
  • Codebase Navigation: Gained valuable experience working within an established codebase, adapting to existing architectural styles.
November 2025

Space Safety VR

An educational VR experience about space debris and solar storms 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.

Phase 2: ESA Project

  • Ported the concept to a standalone Quest 3 application, commissioned by the ESA.
  • Targeted complete VR beginners, focusing on high comfort and accessibility.

My Technical Work

  • Earth Shaders: Developed high-resolution Earth and atmosphere shaders.
  • Mobile Optimization: Optimized rendering for standalone hardware by using baked textures and bump mapping.
August 2025

XRAI Story Bubbles

A mixed reality app where players use real-world objects for improv storytelling against an AI.

Meta Quest 3 Shaders & VFX Hackathon Winner

General Description

  • 3rd Place / Runner-up at the XRAI Hackathon in Cologne.
  • Players scan their room, pick objects, and engage in AI-driven storytelling.

My Contributions & Tech

  • Visuals & Shaders: Programmed the floating "story bubbles".
  • Depth Rendering: Wrote custom displacement shaders for a stereoscopic 3D effect inside the bubbles.
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.