Mansour TabbaaBuilds things you can stand inside.
Mixed reality games, VR tools and real-time shaders in Unreal Engine, Unity, Lens Studio and Houdini. Every project here comes with a breakdown: the problem I was handed, and how I solved it.
Eight projects, five full breakdowns.
Each page opens with the trailer. Where there's a breakdown, it walks through the systems, shaders and effects I built, with the blueprint graphs and code behind them.
Shardbreaker
Crystals spawn on the real walls of your room. Shatter them to buy seconds before the clock runs out.
Golum
A VR combat game. The trailer is here; the technical breakdown is being written.
InnoSpace
Arrange miniature furniture on a tabletop floorplan and the full-scale room updates around you.
Flora
A short film shot on an LED-volume XR stage with real-time Unreal Engine environments.
StoneThrow
Lift a boulder with magic, aim it with your gaze, and hurl it into the wall.
Orion
An AR assistant that rests in your palm and answers to your voice. Built in Lens Studio.
Succulent Plant Commercial
A procedural wood-and-resin vase shader written in Open Shading Language for Houdini.

Universal Creative × SCADPro
Concept development for Universal Destinations & Experiences. Digital elements and mixed reality lead. Details on request.
Engine first, then whatever the problem needs.
Most days are Unreal blueprints and materials. The rest is modeling, texturing, VFX and the occasional shader written by hand.
Unreal Engine 5
Unity
Lens Studio
Houdini
Maya
Substance Painter
Photoshop- Blueprints
- HLSL
- OSL
- C++
- Niagara
- Materials & shaders
- VFX
- 3D modeling
- Optimization for headsets
- XR stage production
- Hand tracking
- Voice input
- After Effects

Between the art side and the engineering side.
I'm Mansour, an XR developer and technical artist with a BFA in Immersive Reality from the Savannah College of Art and Design. I've spent six years building for VR, AR and mixed reality: games, training simulations, design tools and LED-volume film work.
On a typical build I write the gameplay blueprints, author the shaders and effects, then go back and optimize the assets so everything holds frame rate on a headset. I like problems that need both halves at once.
- Education
- SCAD, BFA Immersive Reality
- Languages
- English, Arabic
- Focus
- MR / VR gameplay, tech art
