
pavelzosim:~
System
XR cinematic experience designed for Meta Quest platforms, combining real-time visual effects with streamed cinematic content.
The project reimagines Blumhouse horror films (including M3GAN and The Black Phone) as immersive XR experiences, where visual effects extend beyond the screen and spatial audio enhances presence.
The experience premiered at Meta Connect and was later released as a live application on the Meta Quest Store.
Scope
XR cinematic experience with minimal interactivity
Real-time streaming application
Target platforms: Meta Quest 3 and Meta Quest 3S
Performance constraints of standalone XR hardware
High-quality streamed video (4K) with spatial audio
Sensitivity to network latency and bandwidth
Strong IP and brand restrictions from Meta, Blumhouse, and Universal Pictures
Tight delivery timeline aligned with Meta Connect release
My Role
Technical Artist / VFX / XR
Development of real-time shaders and visual effects
Technical art tools and effect integration
Real-time VFX implementation within Unity
Optimization for XR performance on Meta Quest hardware
Integration of cinematic content with immersive environmental effects
Ensuring visual impact while maintaining performance constraints
Technical Solution
Developed custom HLSL shaders and real-time VFX tailored for XR constraints
Balanced low-resolution headset rendering with streamed 4K video playback
Integrated real-time visual effects layered over cinematic content
Used Unity as the core engine
Employed HISPlayer for video streaming and Dolby Atmos for spatial audio
Utilized cloud tank simulations and XR-specific VFX techniques
Prototyped effects workflows in Houdini before real-time implementation
The main technical challenge was maintaining performance on Meta Quest 3S while synchronizing real-time effects with high-quality streamed video and spatial audio under varying network conditions.
Tools
Unity
HLSL
Houdini
HISPlayer
Dolby Atmos
Result
Live demo at Meta Connect
Public release on the Meta Quest Store
Strong audience reactions during demos, particularly in horror sequences
Positive feedback from Meta and Blumhouse teams
Demonstrated viability of XR cinematic experiences with immersive VFX under strict hardware constraints
Effect techniques reusable for future VR cinema and branded XR experiences


