eXRcise is a virtual reality application for standalone devices, specifically Meta Quest 2 and Meta Quest 3. It allows users to exercise safely, thanks to an artificial intelligence system that supervises and corrects their movements during workout sessions. The app features an extensive library of exercises, workouts, gym classes, and training plans, allowing users to tailor their workout experience. It also includes mini-games designed to enhance specific skills, such as reflexes, mobility, and memory.
A significant part of my work involves managing and overseeing the content of the application. This means I am responsible for annotating and coding all content in various databases. This requires me to keep track of available exercises, their types, and which ones need further development to maintain balance within the app. I also coordinate the development team’s timelines based on the needs of other departments.
Another key aspect of my role is working in Unity. I am responsible for integrating the exercises provided by the animation department, preparing the data containers with the correct information for each exercise, and creating and supervising everything related to the visual 3D aspects of the application.
When I joined the project, much of the art had already been modeled. My job involved enhancing the visual aesthetics, optimizing existing assets, solving technical issues, and continuing to develop content for the app. I was responsible for re-lighting the environments, baking lights, retexturing props, remodeling certain environmental objects, correctly configuring the Unity scenes, reducing draw calls using various techniques, and developing the shaders that the application would use moving forward. Any bugs related to the visual aspects (such as sorting priority, Z-fighting, inverted faces, and material issues) also fell under my responsibility.
While creating or correcting content (geometry, textures, VFX, shaders), I was also tasked with monitoring the app’s performance and ensuring its efficiency using various profiling tools. This ensures all content runs smoothly on standalone devices such as Meta Quest 2 and 3.
In addition, I am responsible for compiling and updating the application distributed via the Meta Quest Developer Hub, both for official releases and internal betas, as well as for promotional activities coordinated with marketing efforts.
To accomplish all these tasks, I use a variety of tools, including Blender, Substance Painter, Substance Designer, Photoshop, ZBrush, various Unity packages, Shader Graph, the Shuriken particle system, profiling tools, scripts, and GitHub.
The first set of images I present demonstrates a before-and-after view of the environments, showcasing changes through the integrated slider. This transformation not only improved the visual quality but also optimized the app’s overall performance. Most shaders, including those for floors, walls, glass, water, wind in vegetation, and planets, were developed by me.