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XR PROJECTS

This is a list of all the XR projects that Gregory has worked on,
starting with the most recent.

OSCXR

Gregory is working on a performance tool for musicians to use their heads to control digital signal processing, leaving their hands free to play their instrument. 

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The passthrough allows the musician to maintain contact with the audience.

Central Venous Catheter Dressing Change

As part of the MedVR Design Sprint 2025, Gregory created a medical training simulation for the Apple Vision Pro to help nurses maintain sterile procedure while practicing changing the dressing on a central venous catheter.

Loop Jam

Loop Jam won 2nd place in the Meta Quest Presence Platform Hackathon 2024 Utility & Design Experiences
category.

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It is a multiplayer looper pedal that uses hand tracking and passthrough. It solves the problem of audio latency when collaborating musically by recording audio to a repeating loop and saving the location for later playback.

Rave Gazebo

Rave Gazebo (2023) is a dance-interactive virtual reality album that uses your dancing to remix a song in real time. The main input is simply gesturing in one of six directions, which switches between pre-composed layers of music. Each gesture interacts with the environment, sending physics objects into the scene and generally creating chaos.

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This project started in 2019 and took over 4 years to finish. Learn more in our special Rave Gazebo Page!

XR Development
Demo Reel

This video is a brief overview of several XR Development projects  Gregory has worked on recently. 

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For a full list of projects with deeper explanations, keep scrolling!

ALPFA Student Showcase

XR Terra has been giving seats to the Association of Latino Professionals For America (ALPFA) to teach them VR development.

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Gregory created a demonstration of some student projects in 8th wall, to be displayed at the ALPFA convention in 2023

Fest Friends

As part of the Red Bull XR Hackathon 2023 Gregory worked with a team to develop an Augmented Reality app called "Fest Friends" in 8th Wall.

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This app was meant to be used an a music festival to encourage festivalgoers to search the area to unlock new music released, record their own videos with the content to post on social media, and unlock rewards that could be cashed in at the Red Bull tent.

Glass Destruction

This app was created for VR Jam 2022. The user is placed in an office made of glass with two baseball bats in their hands. Hitting the glass objects knock them away in zero gravity, and adds adds a refraction texture to the object that scrolls in ways that would be impossible in the real world. The smashed glass respawns after a short period of time to keep the fun going forever!

Hand Sounds

This project was a submission for the MIT Reality Hack 2022. It was an app that used the Hololens 2 scene understanding to apply audio-reactive textures to the environment.

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We used machine learning to let users record gestures that could be used to interact with the music, though admittedly we ran out of time before getting a proper demonstration of the audio interactivity working.

Oversaturated

Oversaturated (2019 Unreleased) was Gregory's first attempt to create what he called an "interactive music video in VR". The project taught him much about Unity development, implementing audio in Wwise, and creating audio-reactive visuals, however playtesting revealed that the system was too complex to be explained to non-musicians, so he pivoted to a new project, Rave Gazebo (2023).

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The Heist

The Heist (2019) was a live interactive theater experience headed by Jason Moore, where a single participant would be invited to a virtual world hosted in the High Fidelity metaverse platform.

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Actors would respond and interact with this participant, and the story had to adapt to the participants actions. I composed a wide variety of audio clips to represent the different locations, including a diner, the bank, the chase sequence, final battle, and more loops to respond to the user's behaviour.

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To playback audio during the performance I set up an interactive audio system in Wwise, then implemented some buttons in a Unity project I could click on to transition to the next section at the appropriate time.

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This project ran for a couple months, with weekly performances.

Warm Shadow VR

Warm Shadow VR (2019 Unreleased) was a student project. Gregory did the music composition and sound design. In particular he was proud of the sword impact sounds. This project gave Gregory experience using the Resonance Audio Spatialization Plugin, as well as practice creating sound for a trailer.

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Drilling in the Dormroom

Gregory created a digital twin of a drilling machine for MIT's LEAP Group in order to let manufacturing students safely practice using the drill press using Virtual Reality.

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This app includes failure states for unsafe practices, simulates the sounds of the machine, uses real-world video tutorials, and tracks the accuracy of your drilling.

Immigration In Full Frame Logo

In 2018 while an intern at the Brookline Interactive Group, Gregory was tasked with creating an ambisonic logo for their series of 360 videos about Immigrant stories. He used Reaper's Ambisonic Toolkit.

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You can view an example video by clicking this link.​

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© 2025 by Gregory Osborne

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