Enterprise AR & VR Training

Training that can't happen any other way.

Hazardous equipment. Procedures you can't practice on live systems. Hardware that hasn't shipped yet. I build AR and VR training simulations for manufacturing, healthcare, energy, and aviation, and I handle everything from architecture to deployment myself.

10+

Years in real-time 3D

100M+

Mobile downloads shipped

Enterprise XR

Production-ready solutions

Android • iOS • Meta Quest

Full platform coverage

About

Ten years in real-time 3D. Two shipping enterprise XR.

I'm Abdul Wahab. I build AR and VR training software for enterprise teams. My foundation is real-time 3D: a decade of Unity, rendering, asset pipelines, and production software that shipped.

The last two years have been enterprise training work. Interactive procedure simulations, 3D environment reconstruction, assessment integration, and the unglamorous platform work that decides whether software survives real operators.

You work with me directly. No account managers, no outsourced dev team. If you have a question about the architecture, you ask the person who built it.

Unity · C# · AR Foundation · Easy AR · iOS · Android · Meta Quest SDK · WebXR · OpenXR · Vuforia

Full ownership

Architecture, code, 3D assets, store submission, support. I deliver the whole thing. Nothing gets lost between a designer who doesn't code and a developer who never saw the spec.

The right platform

Not every problem needs a headset. I build for Meta Quest, mobile AR on iOS and Android, and the browser through WebXR. I recommend what fits your users, not what I feel like building.

Working software

Done means deployed, tested, and running on real devices. Not a concept video. Not a slide deck.

Work

Case studies

Shipped software in production. Not concepts.

EdTech · Enterprise Training · Cross-platform AR

Visual 3D

Challenge

EdTech platforms needed high-fidelity 3D product content accessible on phones for learners across manufacturing and healthcare. Existing solutions required special hardware, broke under real-world lighting conditions, and had painful setup processes. Learners abandoned apps before reaching educational content.

Solution

Built a native 3D product viewer for iOS and Android with AR placement capabilities. Users authenticate once, browse a curated model catalog, and place products in their physical space at real scale. Intelligent caching ensures models download once, persistent across sessions. Offline support for field teams without reliable connectivity.

My Role

Sole developer. Owned full stack from architecture to app store deployment. Conducted user research with enterprise training teams, translated requirements into technical specs, built and shipped to production, and managed post-launch support. Coordinated with platform stakeholders on certification and platform-specific optimization.

Architecture

AR Foundation abstracts iOS/Android differences for plane detection and lighting estimation. Model rendering uses device-specific compression formats (USDZ, glTF) chosen at runtime. Token-based auth with silent refresh handles session management. Addressables system manages asset lifecycle and memory efficiently. SQLite stores metadata locally; REST API syncs catalog updates.

Features

Real-time AR placement with device-native physics. Model scaling and rotation controls optimized for touch. Batch model loading with progress indication. Screenshot capture for learner documentation. Dark mode support. Accessibility: full VoiceOver support, color contrast WCAG AA compliant. Offline-first architecture with automatic sync when connection restores.

Results

Live in production on the App Store and Google Play, 12+ releases shipped across both platforms since launch. Built and maintained solo, from the auth system through app store submission and post-launch fixes.

Lessons Learned

Offline-first architecture matters more than it seems upfront—connectivity in the field isn't reliable. Device variance across the Android install base is the real cost of mobile AR; a feature working on one device doesn't mean it works everywhere. Batch model loading with clear progress indication cut down on perceived hangs during downloads. Owning the whole stack solo meant no handoff friction, but also no second pair of eyes—code review discipline had to be self-imposed.

Unity · C# · AR Foundation · Easy AR · OpenXR · REST API · JWT · SQLite · Addressables · Unity IAP · WebView · uGUI · TextMeshPro · DOTween · Newtonsoft.Json · NativeGallery · Secure Storage · iOS App Store · Google Play

More case studies are available on request. Some work is under NDA.

Services

What I build

Scoped to enterprise training. If your problem is on this list, we are probably a fit.

Training simulations

Procedure-based environments where people complete tasks, get feedback, and build muscle memory without touching the real system. Built for repeat use, assessment, and honest performance on the hardware you actually deploy.

Manufacturing · Healthcare · Energy · Aviation

Cross-platform XR

Mobile AR on iOS and Android through AR Foundation is where I've shipped production apps. I also work with Meta Quest and WebXR for the right project. Platform choice follows your users and IT constraints, not habit—and I'll tell you upfront if a platform is outside what I've shipped before.

AR Foundation (shipped) · Meta Quest, WebXR (available)

3D asset pipeline

Engineering-grade models tuned for real-time performance. I work from your CAD files, drawings, or specs and deliver accurate assets with proper LODs, optimized materials, and the right format for the target device.

CAD to real-time · glTF and FBX · LOD optimization

Assessment and architecture

Not every training problem needs XR. I assess the use case, the user population, and the deployment environment, then scope the architecture before any code gets written. If XR is the wrong tool, I say so before you spend $150K finding out.

Discovery · Technical scoping · Platform selection

Why hire me

What sets enterprise XR work apart

Production-ready code

No prototypes that need rewriting. Architecture for scale, performance optimization baked in, memory management that survives eight hours of training on a headset. Code that ships.

Enterprise mindset

I understand IT constraints, deployment pipelines, and safety-critical work. Not every decision is technical. Budget matters. Deadlines matter. Support matters after launch.

Performance obsession

Every frame counts in XR. I optimize for the lowest-spec device in your fleet, not peak hardware. Profiling and tuning are not afterthoughts—they're built into the development process.

Direct communication

You talk to the person building the software. No intermediaries. No design-to-dev handoff where assumptions get lost. You ask a question, you get an answer from someone who knows the full context.

End-to-end ownership

Architecture, development, testing, deployment, and post-launch support. I own the full cycle. If something breaks in production, I fix it. No blame-shifting between teams.

Realistic scoping

I tell you what's possible, what's risky, and what's overkill. Not every requirement is worth building. I help you ship fast, not build forever.

Credentials

10+
Years in real-time 3D
2
Years in enterprise XR
2
App stores shipped to
4
Industries served

Platform depth

AR Foundation in production, shipped to the App Store and Google Play with 12+ live releases. Working knowledge of Meta Quest SDK, WebXR, OpenXR, and Vuforia from personal projects and prototyping—happy to talk through fit before committing you to a platform I haven't shipped on.

Production experience

My work runs on real devices in real environments. That means building for flaky networks, tight storage, hardware variance across a fleet, and users who never read the manual.

Project scope

Available for manufacturing process training, clinical procedure simulation, energy and utilities safety training, and aviation maintenance. Typical projects run $50K to $500K depending on platform, fidelity, and assessment needs.

Experience

A decade in real-time 3D, two years focused on enterprise XR

2024 – Present

Enterprise XR Developer, Teknotize

Sole Unity developer shipping AR/VR training apps for industrial and enterprise clients. Built and shipped Visual3D, a cross-platform EdTech app, end to end: auth, AR, offline caching, subscriptions, and REST API integration.

2022 – 2023

Co-Founder & Unity Developer, Zenbyte Solutions

Co-founded a small mobile game studio. Built and published multiple titles on Google Play, monetized through ads and in-app purchases. Wound down as Google policy shifts made organic discovery and ad economics unsustainable for a small studio.

2018 – 2021

Unity Developer, The Knights

Developed multiple mobile games from scratch: gameplay, UI, optimization, and publishing. The standout title was an FPS shooter that crossed 100M+ downloads on Google Play with 615K+ reviews. Recognized internally as developer of the year.

2016 – 2018

Unity Developer, Switch Solutions & Logical Bots

Started as an intern, converted to a paid role. Learned Unity from the ground up: 2D and 3D mobile games, gameplay scripting, UI systems, and the full publish cycle. Foundation for everything that came after.

Expertise

Deep knowledge across the full stack

Unity

  • Production architecture and scalability patterns
  • Addressables for memory management at scale
  • Performance optimization and profiling
  • C# async/await and coroutine patterns
  • UI Toolkit and uGUI implementation
  • Asset pipeline and shader optimization

XR Platforms

  • AR Foundation (iOS/Android) — production, shipped
  • Easy AR — production, shipped
  • Device-specific optimization — production, shipped
  • Meta Quest SDK — working knowledge
  • WebXR and OpenXR — working knowledge
  • Vuforia — working knowledge

Backend & Integration

  • REST API design and integration
  • Authentication (JWT, OAuth, token refresh)
  • Offline sync and data persistence
  • Real-time data binding
  • Analytics and telemetry
  • Secure credential storage

Process

How enterprise XR gets built

1

Discovery

Understand the training problem. Who are the learners? What's the procedure? What constraints exist? Platform assumptions get questioned.

2

Scoping

Technical architecture and platform selection. What's essential. What can wait. Realistic timelines and budgets. Clear deliverables.

3

Prototype

Rapid iteration with your users. Test on actual hardware. Validate assumptions. Inform the full build with real feedback.

4

Development

Production-grade architecture. Performance profiling on target hardware. Regular builds on device. Weekly check-ins.

5

Testing & Delivery

QA on fleet hardware. App store submission if needed. Deployment and operator training. Post-launch support.

Questions

Common questions from potential clients

Do you work with agencies?

Yes. I work as a technical partner to agencies and consultancies. White-label delivery is standard. You control the client relationship and the narrative.

Can you join an existing Unity team?

Yes. I can work as part of an internal team or alongside your existing developers. I prefer clear scope boundaries and direct communication with leadership.

Can you work under NDA?

Absolutely. Most of my work is under NDA. I have standard agreements in place and can sign yours. Confidentiality is non-negotiable.

Do you build MVPs?

Yes. Fast, focused prototypes that validate assumptions. But I also tell you when an MVP scope is too small to prove value—sometimes you need to build the full thing from the start.

Which headsets do you support?

Meta Quest 2 and 3, iOS AR (iPhone/iPad), Android AR (ARCore), and WebXR. I also work with other platforms—talk to me about your specific requirements.

Contact

Tell me about the training problem.

Describe the procedure, the environment, and who needs to learn it. I will tell you straight whether XR is the right tool and what a sensible scope looks like. No sales call, no deck.