A learner smiling while wearing a Strivr VR headset

Enterprise VR · 2018–2026

Strivr Labs

I built and led the studio behind the #1 enterprise VR training platform.

Director of Immersive Experience

Overview

Strivr trains the Fortune 500's frontline in VR—including Walmart, Amazon, and Verizon. Joining in 2018, I spent eight years shaping the studio from the ground up. I established the creative standard, halved delivery times, and scaled output to hundreds of experiences reaching over a million learners. I left having built a world-class creative department, proudest of the designers I led and mentored.

Scope: Creative direction · Studio leadership · System design · Client strategy

Retail VR training — an associate in a headset training for robbery response Healthcare VR training — a surgical team scenario: spotting a dropping EtCO2 reading against the clock Logistics VR training — a warehouse safety scenario Financial services VR training — a client-conversation scenario in a bank lobby Energy-sector VR training — a field technician at a wind turbine

Built across industries

Retail

Highlights

8
Years
Advanced from senior designer to studio director, guiding our output across live-action 360, CG, spatial computing, and generative AI.
150+
Modules Delivered
Built the production engine to scale enterprise output, personally directing 20% of all projects to set and maintain the studio's creative standard.
46K+
Learners
Directed the high-stakes pilot that unlocked Australia's largest VR deployment, scaling the initiative into a massive 14+ module program.
50%
Faster Delivery
Engineered the technical pipelines and modular design systems required to handle massive enterprise throughput without degrading creative quality.

Select case studies

I directed the high-stakes pilots that scaled our largest enterprise accounts — and kept directing them after I was running the studio. Because of the nature of those Fortune 500 partnerships, my deepest directing work is under NDA. You can unlock the protected case studies below using the password provided on my resume.

Airline demo — custom R&D environment built to stress-test the CG video pipeline

Airline Demo

A custom R&D environment built to stress-test our CG video pipeline.

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PRIVATE

Woolworths

The flagship pilot that scaled to 46,000 frontline workers.

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PRIVATE

In-Home Care Training

Three escalating home visits — reading the patient and the room at once.

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Design philosophy

The non-negotiables for directing VR

Enterprise VR is an unforgiving medium: get it wrong in one direction and you're making people sick, get it wrong in the other and you've built something nobody learns from. Production is highly technical, user tolerances vary, and at scale, creative quality degrades fast unless you build systems that defend it. No matter the client or content, these are my simple rules:

01

Cast the learner

I write the user into the story. Characters look them in the eye, choices belong to them, and instruction arrives through narrative instead of a wall of text. I design encounters, not lectures—because feeling the weight of your own decisions is what actually changes behavior.

02

Protect presence

In VR, there is no frame and nowhere for weak direction to hide. I measure every single decision against presence. I design for naturalism over total realism, because the moment a world's logic breaks, the user remembers they're in a headset—and downgrades from participant to spectator.

03

Earn their engagement

Assuming the headset alone creates engagement is the first trap. I never rely on the novelty of the medium. Instead, I earn their attention by weaving emotional stakes and behavioral choices together, pacing information to keep learners curious rather than overwhelmed.

Press

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