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BERNARD

O'CONNELL

XR Designer & Developer

“Any sufficiently advanced technology

is indistinguishable from magic”

                      - Arthur C. Clarke

I believe XR technologies have the potential to be this magic and to truly embrace the human element of human-computer interaction. 

Home: Welcome
AFFECTED: The Asylum Reveal
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"Affected: The Asylum"
- Fallen Planet Studios
(2023 - Present)

At Fallen Planet Studios I worked on "Affected: The Asylum". A VR, horror, co-op game with a focus on exploration and collaboration.

For this title, I was employed as a game programmer. Some of my work included prototyping the A.I. for the antagonist. And numerous other gameplay features requiring network support.

Avatar Academy - Virtual Reality Training Platform (Full video)
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Mersus Technologies
(2021 - 2022)

Mersus Technologies provide immersive training simulations to some of Ireland's largest biotech companies. They specialize in hand-tracking solutions to create the most intuitive user experience.

With Mersus I have worked through the entire lifecycle of several projects. During each of these projects, I have designed and implemented numerous interactions that emulate processes trainees would carry out in the physical world.

Evil Dead: Virtual Nightmare OUT NOW
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"EVIL DEAD: 
VIRTUAL NIGHTMARE"

-Boomdash Digital
(2017)

"Evil Dead: Virtual Nightmare" is a mobile, virtual-reality game based on the cult horror movie franchise that was released on the Oculus store.

For this VR game, I was the primary developer of the interactive cut-scene using Unity. I implemented much of the UI, and the foundations for the main boss's A.I.

Spacewalking Demonstration
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"SPACEWALKING"
UI/UX Master's Thesis

-University of Limerick
(2020)

For my UI/UX master's thesis, I designed and prototyped Spacewalking: a natural walking, locomotion system designed for VR, that enables users to move with 6 degrees of freedom. As an alternative to teleportation, Spacewalking also allows users to naturally walk around virtual environments of any size, from a small, physical space.

My dissertation can be found here. But, who's going to read that? So, as a quick highlight, after several user tests, this locomotion system has shown to result in no motion sickness or loss of spatial awareness.

Spaces
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"SPACES"
(2016)

Spaces contains a set of features that I designed and prototyped early into when my fascination with virtual reality began. The intention of the project was not to create a playable game or a useful app, rather it was an exploration into how VR could influence human-computer interaction, and how virtual environments might evolve alongside this awesome medium.

Projects
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