Multi-award-winning VR developer, designer, and technical founder with 10+ years of experience building immersive technology, games, and rapid prototypes that solve real problems and inspire people.
I lead Equal Reality from an early stage startup to acquisition as CTO, where we create world-leading VR empathy training that allows people to “step into the shoes” of minorities and experience discrimination first-hand. Our work has been used by global organizations across diversity & inclusion, corporate training, higher education, government, health, and social impact — and has earned international recognition including Forbes 30 Under 30, Technical.ly’s Invention of the Year, Halcyon Fellow, Remarkable Inclusive Tech, Optus Future-Maker, and more.
Over my career I’ve published 100+ VR/AR and interactive experiences and worked with 50+ major global brands, including Google, Amazon, Mayo Clinic, Royal Australian Navy and JPMorgan, alongside universities, artists, psychologists, poets, startups, and enterprise teams across 12 countries. I love translating complex ideas into intuitive, meaningful digital experiences — fast — while maintaining strong technical foundations.
What I bring to teams:
• Product thinking — from idea → prototype → launch.
• Strong full-stack expertise. Particularly in Unity3D, VR/AR and AI design.
• User-centred storytelling and instructional design.
• Rapid prototyping, iteration, and creative problem-solving.
• Experience collaborating with small, mission-driven teams.
• A deep passion for using technology for good.
I’m available for remote work globally — from short-term builds and R&D prototypes to advisory roles, consulting, and longer-term product collaborations. If you’re looking to create something ambitious, meaningful, and a little bit different — I’d love to help.
Let’s build something impactful together.
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Find My Phone App – The Game is a humorous, exploration-style virtual reality experience built and launched in 72 hours as part of the Global Game Jam 2021. Players search virtual environments for their missing phone using scan cues and clues that are intentionally “extremely unhelpful,” turning the everyday frustration of losing a phone into a playful and engaging VR puzzle adventure. https://www.twine.net/signin 
The game was created by The Free-Range Roombas team for the jam, led by Brennan Hatton with collaborators Clement Chan, Tim Christie, and Wilson Taylor. https://www.twine.net/signin 
Platforms & Releases
• Meta Quest (standalone VR headset)
• Available on SideQuest: https://www.twine.net/signin 
• Meta App Lab (official Meta distribution): https://www.twine.net/signin
Success
• 200,000+ downloads across platforms
• 100+ user reviews with an average rating of 4.5 stars
an 8-part series of immersive VR experiences in collaboration with Google’s Diversity, Equity & Inclusion team, aimed at tackling microaggressions and fostering empathy in the workplace. This project reimagined traditional DEI training by placing participants directly inside realistic, first-person scenarios where they experience subtle bias, power dynamics, and everyday exclusion as both targets and allies. 
Rather than passive lectures or checklists, the series uses high-fidelity virtual environments—such as meetings, performance reviews, and informal office interactions—built from real incidents shared by employees. Each experience shifts perspectives, allowing learners to recognise unconscious assumptions, practice responses, and build confident, inclusive behaviours in a safe, replayable setting. 
Early training outcomes showed strong engagement and measurable impact, with participants reporting greater awareness of bias, improved empathy across perspectives, and increased confidence to act in real situations—results that far exceeded traditional DEI methods. 
This work demonstrates how immersive technology can transform workplace learning at scale, driving deeper understanding, behavioural change, and inclusive culture building. It reflects my strength in blending human-centred design, technical execution, and social impact.
This immersive virtual reality training was developed with the Royal Australian Navy (RAN) as part of their New Generation Navy program to address cultural change, reduce bias, and prevent unacceptable behaviour among personnel. Participants step into lifelike scenarios where they experience bias and harassment from the perspective of someone on the receiving end — a design intended to grow empathy, deepen understanding of inappropriate conduct, and motivate behavioural change. 
The experience consists of three core scenarios:
1. Sexual Harassment
Participants embody “Jessica,” experiencing workplace harassment, objectification, and boundary violations by colleagues. This scenario illustrates how seemingly dismissive “locker-room talk” and inappropriate comments contribute to a hostile environment. 
2. Gender Bias (Post-Maternity)
In this scenario, participants take the role of “Leonie,” a Navy member returning from maternity leave who encounters exclusion, condescension, and minimising behaviour from peers. It highlights how gendered assumptions and lack of leadership support contribute to bias against women, including by other women. 
3. Cultural Bias
Here, learners experience bias through the eyes of “Akma,” a new recruit from diverse cultural background. Colleagues make assumptions about ability and worth based on appearance and heritage, showing how cultural bias undermines belonging and respect. 
Across all three scenarios, the training uses real examples and immersive perspective-taking to make experiences of harassment and bias felt, not just described — prompting deeper reflection, empathy, and readiness to recognise and prevent unacceptable behaviours in the real world.
Finding Common Ground is a blended-learning virtual reality experience co-created with a major Australian bank to deepen understanding of discrimination based on sexual orientation and empower employees to act inclusively. The project transforms a real employee experience into a narrative-driven VR simulation that helps learners feel what discrimination feels like and practice appropriate responses in context.
The training begins with participants stepping into the shoes of “Jack,” who, while attempting to sign up for a partner-based gym membership, faces dismissive and discriminatory treatment from a customer service agent due to his relationship. This first-person perspective places learners directly in emotionally resonant situations, helping them recognise how bias and exclusion are experienced on a personal level and why they matter in everyday interactions. 
In a companion scenario, learners adopt the role of “Freddy,” a customer service representative who must decide how to respond when a colleague discriminates against a customer. This choice-driven segment highlights the importance of bystander intervention, allyship, and organisational accountability, encouraging participants to reflect on their own behaviours and to practise proactive, respectful action. 
By combining immersive embodiment with decision-making and reflection, Finding Common Ground drives stronger empathy, builds know-how for inclusive behaviour, and boosts confidence in handling discrimination at work. Pilot outcomes showed exceptionally high understanding of the emotional impact of discrimination and preparedness to act, demonstrating the power of VR to move beyond traditional e-learning into meaningful behavioural change.
- Introverts & Extroverts (3+ parts)
This experience explores how personality biases can marginalise team members with different communication styles: 
• Empathy Experience — Introvert Perspective: Learners step into the shoes of Mark, an introverted sales director struggling to be heard among extroverted colleagues. 
• Secondary Empathy Scene: Learners witness Mark’s personal reflections as he processes frustration and exclusion, deepening emotional insight. 
• Behaviour Practice Module: Players act as a team leader, rehearsing inclusive meeting strategies to ensure all voices are heard. 
• Reflection: A structured reflection segment invites learners to make meaning of their experience and apply insights into real-world behaviour.  - In Groups & Out Groups (3 parts)
This companion application focuses on social inclusion and organisational bias linked to group dynamics: 
• Empathy Scenario: Learners embody a brewing manager who feels excluded when important decisions occur outside core work hours, receiving biased feedback when advocating to be included. 
• Data & Insight Scene: Real-time feedback highlights bias identification and cognitive patterns, helping learners connect choices to outcomes. 
• Reflection Module: Participants are guided through reflective takeaways to reinforce learning and encourage inclusive action. 
A two-application VR learning series created in collaboration with Carlton United Breweries as part of the multi-award-winning “We’re All In” program focused on workplace inclusion and interpersonal bias. These immersive experiences were designed to build empathy, increase awareness of subtle exclusion, and give learners actionable practice in inclusive behaviour. 
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This series formed part of a broader inclusion program that achieved industry recognition through the Institute for Learning & Performance (ILP) — winning Learning Technology of the Year (2019) and receiving Runner-Up for Learning Innovation of the Year (2019).
Participants reported greater empathy for different perspectives, improved ability to recognise subtle bias, and increased confidence in applying inclusive behaviours at work. By blending first-person VR experiences with guided reflection and behavioural practice, the modules help drive meaningful mindset and behaviour change.
Everyday Inclusion is a 3 part blended learning behavioural VR experience designed to help organisations build inclusive cultures by focusing on the everyday, practical moments where inclusion — or exclusion — happens. Built with Equal Reality’s human-centered design framework, this training places learners into realistic workplace scenarios where they recognise bias, practice inclusive responses, and reflect on the impact of their choices in real time
Rather than relying on traditional slide decks or policy briefings, Everyday Inclusion uses immersive simulation to develop real behavioural skills. Participants enter diverse social and professional environments — from team meetings and onboarding conversations to informal interactions — and are guided through decision points that challenge assumptions and highlight opportunities for allyship. By seeing the consequences of inclusive (and non-inclusive) actions from multiple perspectives, learners build both awareness and confidence to act in their daily interactions.
The experience is designed for broad organisational adoption: it supports multiple delivery formats including VR headsets and web-based access, enabling scale across distributed teams. Learning is reinforced through facilitated reflection and action planning, making Everyday Inclusion not just an awareness tool, but a practical vehicle for behaviour change.
Everyday Inclusion demonstrates the power of immersive technology to transform culture-building by making inclusion tangible, experiential, and personally relevant — helping teams move beyond concepts to everyday inclusive practice.
Unpacking Bias is an interactive, immersive learning experience developed in collaboration with ViacomCBS that uses virtual reality and simulation to deepen awareness of unconscious bias and equip participants with practical allyship skills. This series of experiential modules was co-designed with real employee input and lived experiences to ensure authenticity and relevance in every scenario. 
Rather than relying on traditional, passive training, Unpacking Bias places learners into realistic workplace situations—first encountering bias and exclusion, then stepping into the roles of bystanders and decision-makers. Through VR and flatscreen simulation, participants practice recognising bias, reflect on emotional responses, and make choices that lead to more inclusive outcomes. The experience enhances perspective-taking in a psychologically safe environment, enabling people to “see from another point of view” and build empathy that translates into real-world behaviour. 
Key elements include scenarios like “Welcome to the Team,” where users experience subtle ethnicity and gender bias on their first day at work, and “Step In, Step Up,” where learners practice allyship from a manager’s perspective. Each module is designed to foster reflection, dialogue, and actionable learning. 
The project integrated immersive technology with blended learning methods—supporting both fully immersive VR headsets and accessible web-based delivery for distributed teams—making it adaptable and scalable as part of broader DEI initiatives. Real participant feedback highlights how firsthand experience and authentic representation made the learning impactful and eye-opening. 
Unpacking Bias demonstrates how VR can be leveraged to transform organisational training by facilitating empathy, enhancing inclusion, and equipping teams with the tools to recognise and interrupt bias. This work reflects deep human-centred design, technical execution, and the power of experiential learning at scale. 
Dungeon Train is an in-development virtual reality game for Oculus Quest that blends endless procedural exploration, narrative discovery, and physics-based interaction. Set aboard an infinite train of ever-changing carriages, players dive into unique biomes, loot diverse environments, and uncover enigmatic stories woven into the world’s lore. The experience draws inspiration from narrative-rich fantasy and procedural adventure, offering a satisfying loop of exploration, discovery, and emergent storytelling. 
Features
• Endless procedurally generated carriages and random terrain that create a fresh experience every run. 
• 100+ weapons and a variety of items to discover, collect, and interact with. 
• Physics-based interactions and smooth VR locomotion with teleportation support. 
• Immersive narrative vignettes and in-world storytelling that reward curiosity and exploration. 
• Expanding world with evolving biome variety and unique visual environments. 
• Community-driven development with frequent updates and active player feedback shaping future content. 
Platforms & Listings
• Listed and sold on itch.io, where it ranks as a top seller and highly rated indie VR experience by players. 
• Also available on SideQuest for Oculus Quest users, where it has achieved frequent Staff Picks, top narrative game status, and high player ratings among VR titles. (User-reported accolades)
Success & Recognition
• 3000+ pre-release sales, demonstrating strong early community interest and support. (User-reported milestone)
• Frequently Staff Picked on SideQuest, highlighting its quality and appeal within the VR indie community. (User-reported accolade)
• Recognised as one of the top narrative and top-rated games on SideQuest. (User-reported accolade)
• Featured coverage on Dev Diner, examining its design and infinite procedural structure as a standout VR project. (User-reported feature)
• Spotlighted in gameplay and overview videos by creators like Max Danza Gaming, showcasing its immersive mechanics and world. (User-reported features)
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