sumedh.simha -- fps
XR Product Lead · Unity DeveloperBangalore, IN

I build the rooms people learn in.

For four years I've turned thick pharmaceutical SOPs into VR simulations that plant operators put on, step through and pass. I started as the developer writing the state machine. Now I lead the 20 people shipping on it.

100+VR simulations shipped
16production machines as digital twins
20developers, artists & QA I lead
72 fpsheld on standalone headsets
// run log

Six states, one transition at a time.

Every simulation I ship is a state machine. Every operator moves through it one validated step at a time. My career has worked the same way, so here it is in that format.

  1. BOOT2018
  2. EXPLORE2021
  3. RESEARCH2022
  4. SHIP2022
  5. BUILD2024
  6. LEAD2025
STATE 01 / BOOTJul 2018 – Jul 2022 · Chennai

Learned to think in data, then fell for the third dimension.

SRM Institute of Science and Technology · B.Tech, Computer Science (Big Data Analytics)

I went in to study big data and graduated with a 9.52 GPA. Somewhere in between, I discovered Unity. Datasets were interesting. Spaces you could walk around inside were more interesting.

  • GPA 9.52 / 10. The data side stuck. I still read adoption numbers before I read anything else.
STATE 02 / EXPLOREJul – Sep 2021

Let people walk through buildings before they were built.

MITACS Globalink, University of Alberta · AR/VR Developer Intern

I was selected for the MITACS Globalink research internship, a competitive international program. The problem was concrete: architects had BIM models nobody could walk through until the building existed.

  • Wrote a C# pipeline that converts BIM models into interactive Unity scenes, generating game objects automatically.
  • Built an AR/VR walkthrough so stakeholders could review structures at true scale before construction.
STATE 03 / RESEARCHAug 2022 – Jan 2023 · Hyderabad

Gave designers a way to feel a mechanism before building it.

IIT Hyderabad · AR/VR Developer Intern

At IIT Hyderabad the questions got more fundamental. How do you test whether a hinged, sprung, sliding product concept works while it's still a sketch?

  • Co-authored a published paper on SIMBA, a Unity tool for validating articulated product designs early.
  • Built sketch-based mechanism modelling: rotary, spring and sliding joints, adjustable links, point tracing.
  • Paired a Geomagic Touch haptic arm with an HTC Vive Pro for force-feedback 3D drawing.
STATE 04 / SHIPDec 2022 – Mar 2023 · Hyderabad

First client, first headset in a visitor's hands.

Arkellis · Mixed Reality Software Engineer

Research code only has to work once. An experience centre app has to work for every visitor who picks up the headset. I shipped an aerospace showcase on Quest 2 in four months.

  • Cross-sections, exploded views and direct manipulation of aerospace engine subassemblies.
  • Shipped AR/VR builds with MRTK, AR Foundation and Oculus Integration, wired to REST services for live content.
STATE 05 / BUILDApr 2024 – Jun 2025 · Bangalore

Wrote the framework, then the tools to write it faster.

8 CHILI · Unity XR Developer

Pharma operators learn capsule filling, blister packing and line clearance on machines that cost a fortune to stop. We moved that training into VR on Meta Quest and HTC Vive Focus 3. I built the engine underneath it.

  • Architected a state-machine framework (Detect, Grab, Gaze, UI, Prompt) running 100+ step flows with wrong-object, wrong-hand and wrong-option feedback.
  • Editor tools that automate setup, state mapping and validation. Per-module setup went from days to hours (~60%).
  • A porting tool that moved legacy simulations onto the new framework with references, UnityEvents and animations intact.
  • Steady 72 FPS on standalone headsets through GPU instancing, command-buffer reveal effects and shader-variant fixes.
  • Asset Bundle delivery, so new simulations ship without a reinstall.

The best compliment a training sim gets is an operator who forgets they're in VR.

STATE 06 / LEADJul 2025 – now · Bangalore

Now I own the whole loop, from SOP to plant floor.

8 CHILI · Product Lead

I lead 20 developers, 3D artists and QA engineers, and I'm the single point of accountability between India's leading pharma manufacturers and our XR teams. I still design the framework. I also read the adoption data every week.

  • Shipped 100+ simulations across 16 production machines: capsule filling, compaction, blister packing, packaging, granulation and aseptic machines.
  • Contributed to launching India's first AI + VR pharma training platform with the Indian Pharmaceutical Alliance: 200+ simulations as digital twins.
  • Pushed guided-mode completion past 80% across ~100 operators on the highest-volume machines, tracked against a >95% pass bar.
  • Built a reusable SOP-to-simulation pipeline that cut time-to-market ~30% for new client modules.
  • Designed the next-gen framework: interaction-based states, a central Bot UI, custom grab, async audio and feedback.
// profiler

The numbers I'm accountable for.

On a headset, every millisecond is budgeted. On a plant floor, the budget is operator time and pass rates. I track both.

Frame rate on standalone headsetsQuest 2 / 3 / 3S · Vive Focus 3 target

72 fps

Guided-mode completion~100 operators · highest-volume machines

80%+

Assessment pass-rate bartracked per user, per machine

>95%

Module setup time removedcustom Unity editor tooling

~60%

Time-to-market cut for new modulestemplates + SOP-to-simulation pipeline

~30%
// inspector

What's in the toolkit.

Engine & languages

Unity 2021 LTS – Unity 6, C#, HLSL, Python for scripting and analysis

XR SDKs

XR Interaction Toolkit, OpenXR, Meta XR SDK, VIVE Wave, MRTK, AR Foundation, ARCore, Vuforia

Interaction design

Hand and controller input, grab and socket systems, locomotion, gaze, world-space UI, haptics, onboarding tooltips

Architecture

State machines, event-driven design, ScriptableObject data, async/await and coroutines, modular frameworks

Editor tooling

Custom editor windows and inspectors, SerializedObject, porting and migration tools, validation pipelines

Rendering

URP, custom dissolve / reveal / fade shaders, light baking, post-processing, Animator and Timeline

Performance

Profiler, Frame Debugger, GPU instancing, batching, occlusion culling, LODs, shader variant stripping

Delivery

Addressables, Asset Bundles, Android builds for standalone headsets, ADB, REST APIs, session analytics

Product

Roadmapping and scoping, sprint planning, enterprise client handling, demos, SOP-to-requirement translation, adoption analytics

// published

SIMBA: validating articulated product concepts in Unity ↗

Co-authored research from IIT Hyderabad, published by Springer. It covers a sketch-based tool that lets designers test the relative motion of jointed mechanisms early in the design process.

// next state

Got something hard to teach? Let's build the room for it.

I'm open to XR product and engineering leadership roles, and to teams training people on things that are expensive, dangerous or hard to stop.

Based inBangalore, India