Hey!
I'm Nathan MacAdam, a software engineer developing interactive and XR experiences
0+Shipped Projects
0+Years of Experience
0+Hardware Platforms

My Expertise

🧩 System Architecture

I design modular, maintainable systems focusing on scalability and performance. My workflows integrate automation and tooling to streamline development from prototype to production.

🧪 Rapid Prototyping

I turn ideas into functional prototypes quickly, enabling fast iteration and clear communication across teams. My approach keeps development nimble and aligned with user needs from the start.

✨ Interactive Experiences

I build immersive XR applications that prioritize intuitive interaction and visual fidelity. I explore emerging technologies to push creative and technical boundaries in AR and VR.

Brands I've Developed For

at Trigger XR

Work Experience

Led development of AR/VR apps across Quest, Vision Pro, and Varjo. Specialized in modular architecture and XR toolchains.

  • Promoted from Unity Software Engineer in recognition of technical leadership and cross-team impact.
  • Continue leading XR application development, with added responsibilities in project scoping, technical oversight, and client collaboration.
  • Partner with sales and production teams to inform pricing, timelines, and platform recommendations.
  • Developed a Unity-friendly package server and automated deployment workflow leveraging Bitbucket Pipelines.

Led and contributed to core XR projects, drove R&D for emerging hardware, and maintained key components of the company codebase.

  • Developed interactive XR experiences for clients including Disney, Universal, and Qualcomm.
  • Led development and shipped 4+ applications for AR/VR platforms, and heavily contributed to a number of others.
  • Collaborated closely with artists, designers, and producers to deliver performant, high-impact content on tight timelines.
  • Shipped content on a number of development platforms, including AR Foundation, and Niantic Lightship, Snapdragon Spaces, and others.
  • Rapidly prototyped and shipped XR experiences on emerging platforms like Apple Vision Pro, enabling clients to be first-to-market.
  • Cross-trained on social lens platforms like Lens Studio (Snapchat) and Effect House (TikTok)

Technical Experience

Over the past several years, I've delivered 15+ interactive applications across AR, VR, and mixed-reality platforms. These projects span the full hardware spectrum—from mobile phones to high-end PCs powering cutting-edge headsets—and leverage a wide range of input methods, including touch, gesture, eye and hand tracking, and traditional controllers.

Most applications were developed in Unity and optimized for performance, visual fidelity, and production-ready pipelines. I've worked as a lead developer, technical artist, and tools engineer across all parts of the stack, with deep involvement in C# architecture, shaders, and VFX.

Today, I focus on shipping high fidelity, consumer-accessible XR applications for Meta Quest, Apple Vision Pro, and mobile platforms.

Skills

Languages
C# .NET GLSL HLSL Nvidia CG
Software
Unity Blender Git Jira
Platforms
Android iOS Windows Apple Vision Pro (visionOS) Meta Quest Varjo XR-3 Varjo XR-4 Lenovo ThinkReality A3 Smart Glasses Lenovo VRX
.NET & Unity Tooling
NUnit NSubstitute AR Foundation Lightship Snapdragon Spaces SteamVR OpenXR Addressables Shader Graph Immeral VPS Cognitive3D Cinemachine Odin Inspector Zenject VContainer Final IK Bakery Rewired DOTween Yarn Spinner Unity as a Library
Backend & LiveOps
GitHub Actions Bitbucket Pipelines Unity Cloud Services Unity Analytics Unity Cloud Build Unity Cloud Content Delivery Unity Remote Config

Attributions

The renders I made for this site were created with 3D assets credited to their creators below or licensed directly.


Say
Hello

Reach out and let's see what we can build together.


© Nathan MacAdam, 2025